Agent skill

Threejs Gameplay Systems

by corosolto in corosolto/client

Build and iterate playable Three.js game systems. An agent skill from corosolto/client.

AGPL-3.0Auto-check passedGame Development

Install Threejs Gameplay Systems

skills CLI
$ npx skills add corosolto/client --skill threejs-gameplay-systems -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install corosolto/client threejs-gameplay-systems --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/corosolto/client.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/threejs-gameplay-systems .claude/skills/threejs-gameplay-systems && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
threejs-gameplay-systems
GitHub stars
257
Token cost
~1.5k tokens
SKILL.md length
629 words
Files
46 (incl. scripts, references, assets)
Skills in repo
21
Repo updated
First seen
Licence
AGPL-3.0

At a glance

Build and iterate playable Three.js game systems. An agent skill from corosolto/client.

  • Works in 9 steps: Inspect project structure, scripts,… → Write the compact game design brief:… → Define the core loop contract: verb,… → …
  • First playable slices
  • SKILL.md covers Purpose, Use When, Workflow and Packaged Scaffold, plus 3 more sections
  • Runs TypeScript and JavaScript scripts from its folder; calls python3

What it does

Threejs Gameplay Systems is an agent skill from corosolto/client. Build and iterate playable Three.js game systems. Combines starter scaffold creation, architecture, game design, level design, gameplay implementation, combat/encounter design, and game-feel tuning (hitstop, screenshake, easing, impact feedback). Use for first playable slices, new Vite/TypeScript/Three.js game setup, design briefs, core loops, level/arena/track/wave/hole/puzzle design, game loops, entity systems, input, collision/physics, scoring, objectives, audio hooks, camera, controls, difficulty, feedback…

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 52 other files, including scripts, reference files and assets (for example `agents/openai.yaml`, `assets/threejs-vite-game/package-lock.json` and `assets/threejs-vite-game/package.json`).

It sits in Game Development, covering Game design and 3D graphics and WebGL. It works with Three.js, Vite and TypeScript. The repository describes itself as: FPS satírico de navegador: 5 facções brasileiras caricatas, 44 personagens, 5 mapas e 26 armas — rounds e Capture the Flag contra bots, direto na aba, sem instalar nada. Three.js… The licence is AGPL-3.0.

When your agent uses it

  • First playable slices
  • New Vite/TypeScript/Three.js game setup
  • Level/arena/track/wave/hole/puzzle design
  • Collision/physics

Example prompts

  • “/threejs-gameplay-systems”

Requirements

  • Python 3
  • Node.js

Workflow steps

9 steps, taken from the first numbered list in SKILL.md.

  1. Inspect project structure, scripts, dependencies, current loop, input, camera, entities, state, UI, and diagnostics.
  2. Write the compact game design brief: player promise, target feeling, primary verb, objective, pressure, reward, fail/retry, skill…
  3. Define the core loop contract: verb, objective, pressure, reward/progression, fail/retry.
  4. Define the level/encounter plan before implementation: start, first decision, first threat, first reward, landmarks, escalation, recovery…
  5. Choose small architecture boundaries: core, game, entities, systems, assets, ui, tests.
  6. Implement mechanics in playable increments: input, state, entity, collision/physics, feedback, HUD/audio hook, diagnostics.
  7. Tune feel with references/game-feel.md: movement, acceleration, camera follow/FOV/shake, hitstop, impact feedback, cooldowns, difficulty…
  8. Keep hot paths allocation-light and update order explicit.
  9. Verify with build, browser, screenshot, canvas pixels, console/page errors, and one real input path.

What it can do on your machine

Read from SKILL.md and the folder at commit 23c16f5. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/ (TypeScript and JavaScript, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • python3

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Threejs Gameplay Systems loads about 1.5k tokens when it runs, and up to ~13k if it reads all its reference files. Until then it costs about 144 tokens; SKILL.md has 629 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~144
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~13k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from corosolto/client at commit 23c16f5, republished under its AGPL-3.0 licence (© corosolto). 629 words, ~1,493 tokens.

Download SKILL.mdSave it as .claude/skills/threejs-gameplay-systems/SKILL.md (or your agent's skills folder). This skill also uses 45 other files; get the full folder from GitHub.
name
threejs-gameplay-systems
description
Build and iterate playable Three.js game systems. Combines starter scaffold creation, architecture, game design, level design, gameplay implementation, combat/encounter design, and game-feel tuning (hitstop, screenshake, easing, impact feedback). Use for first playable slices, new Vite/TypeScript/Three.js game setup, design briefs, core loops, level/arena/track/wave/hole/puzzle design, game loops, entity systems, input, collision/physics, scoring, objectives, audio hooks, camera, controls, difficulty, feedback, juice, and maintainable structure.

Three.js Gameplay Systems

Purpose

Create or evolve a playable browser game loop with clear ownership, responsive controls, deterministic update order, strong design intent, playable spaces, and verified player-facing behavior.

Use When

Starting a new game, repairing a weak prototype, adding mechanics/entities, designing architecture, defining a game design brief, planning levels/arenas/tracks/waves/holes/puzzles, tuning camera/controls, implementing rules/objectives, building encounters, or improving game feel.

Workflow

Load references/gameplay-workflows.md as the first action when the task includes first playable setup, architecture, mechanics, entities, input, camera, collision/physics, scoring, objectives, feedback, or feel tuning.

Load references/game-design-level-design.md before broad new-game creation, major gameplay changes, level/arena/track/wave/hole/puzzle design, combat/encounter design, progression/difficulty work, or any claim that gameplay is premium, polished, complete, or less generic.

Load references/physics-engine-selection.md before adding or changing physics, collision-heavy gameplay, vehicle movement, rolling balls, mini-golf, pool/snooker, pinball, rigid-body puzzles, character controllers, sensors, high-speed projectiles, moving platforms, or physics QA.

Load references/game-feel.md before feel/juice/impact tuning, or before claiming gameplay is premium or polished. Track every loaded reference in a reference ledger with yes/no, path, and failure reason. Do not mark the gameplay phase complete while a required reference is skipped.

Load references/checklists/new-game-definition-of-done.md before claiming a new game or first playable slice is complete.

Load references/checklists/game-design-level-design.md before claiming a new game, major gameplay upgrade, level/encounter pass, premium gameplay, or polished gameplay is complete.

Load references/checklists/game-feel.md before claiming feel/impact tuning or premium gameplay is complete.

Load references/checklists/endless-runner-premium-quality.md for endless runner work.

Load references/prompt-templates.md only when the user asks for reusable prompts, starter prompts, or a task template.

Load threejs-audio-generator when implementing real SFX, ambience, UI sounds, voice/TTS, or audio cleanup beyond simple placeholder hooks. Gameplay code should emit audio events; the audio skill should generate or process the actual assets and define the runtime audio matrix.

  1. Inspect project structure, scripts, dependencies, current loop, input, camera, entities, state, UI, and diagnostics.
  2. Write the compact game design brief: player promise, target feeling, primary verb, objective, pressure, reward, fail/retry, skill expression, non-goals.
  3. Define the core loop contract: verb, objective, pressure, reward/progression, fail/retry.
  4. Define the level/encounter plan before implementation: start, first decision, first threat, first reward, landmarks, escalation, recovery beats, readability, and tuning knobs.
  5. Choose small architecture boundaries: core, game, entities, systems, assets, ui, tests.
  6. Implement mechanics in playable increments: input, state, entity, collision/physics, feedback, HUD/audio hook, diagnostics.
  7. Tune feel with references/game-feel.md: movement, acceleration, camera follow/FOV/shake, hitstop, impact feedback, cooldowns, difficulty, restart loop.
  8. Keep hot paths allocation-light and update order explicit.
  9. Verify with build, browser, screenshot, canvas pixels, console/page errors, and one real input path.
Show full SKILL.md (210 more words)Show less

Packaged Scaffold

Use the bundled scaffold when starting a new project or when the user asks for a starter game:

bash
python3 <this-skill-dir>/scripts/create_threejs_game.py ./my-game

The script copies assets/threejs-vite-game/, rewrites the project name in package.json and package-lock.json, and keeps generated games self-contained with their own visual test and canvas-inspection script. Use --force only when the target directory may be overwritten.

Library Guidance

  • Use TypeScript, Vite, Three.js modules.
  • Physics/collision engine choice (custom collision vs Rapier vs cannon-es), timestep, and collider strategy: follow references/physics-engine-selection.md.
  • lil-gui for live-tuned constants when useful.
  • Web Audio for runtime playback and procedural feedback; threejs-audio-generator for generated game audio assets.

Common Failure Modes

  • Static demo instead of playable loop.
  • Static scene with mechanics bolted on after the fact, instead of a design brief plus level/encounter plan driving implementation.
  • Core loop is described but not proven through real input, pressure, reward/progression, and fail/retry.
  • Level/track/arena/map is decorative and does not shape player decisions.
  • Mechanic compiles but cannot be triggered by real input.
  • Camera/controls feel delayed or hide the next decision.
  • State changes do not drive UI/audio/VFX.
  • Architecture abstractions appear before mechanics need them.

Final Response

Report the reference ledger, game design brief, core loop contract, level/encounter plan, gameplay checklist outcome, behavior, controls, changed files, architecture choices, tuned values, verification evidence, artifacts, and remaining edge cases.

© corosolto, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 45 other files (scripts, references, assets) in .agents/skills/threejs-gameplay-systems of corosolto/client.

  • SKILL.md
  • agents/openai.yaml
  • assets/threejs-vite-game/.gitignore
  • assets/threejs-vite-game/index.html
  • assets/threejs-vite-game/package-lock.json
  • assets/threejs-vite-game/package.json
  • assets/threejs-vite-game/playwright.config.ts
  • assets/threejs-vite-game/scripts/inspect-threejs-canvas.mjs
  • assets/threejs-vite-game/src/core/InputController.ts
  • assets/threejs-vite-game/src/core/Loop.ts
  • assets/threejs-vite-game/src/core/Renderer.ts
  • assets/threejs-vite-game/src/entities/Pickup.ts
  • assets/threejs-vite-game/src/entities/Player.ts
  • assets/threejs-vite-game/src/game
  • … and 32 more

Open the folder on GitHubat commit 23c16f5

Compare with similar skills

Threejs Gameplay Systems next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Threejs Gameplay Systems compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Threejs Gameplay Systems this skillcorosolto/client257—~1.5kAutomated safety check: PassAGPL-3.0
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
New ExperimentTresjs/tres3.8k—~782Automated safety check: PassMIT
Telluxcyanfish-x/tellux207—~884Automated safety check: PassMIT
Vitexecpmndrs/viverse132—~2.5kAutomated safety check: PassCustom licence

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Questions about Threejs Gameplay Systems

What does Threejs Gameplay Systems do?

Build and iterate playable Three.js game systems. An agent skill from corosolto/client. Threejs Gameplay Systems is an agent skill from corosolto/client.js game systems.

When should I use Threejs Gameplay Systems?

Threejs Gameplay Systems fits situations like: first playable slices; new Vite/TypeScript/Three.js game setup; level/arena/track/wave/hole/puzzle design; collision/physics.

How do I install Threejs Gameplay Systems in Claude Code?

Run `npx skills add corosolto/client --skill threejs-gameplay-systems -a claude-code`. Or copy the skill folder (.agents/skills/threejs-gameplay-systems in corosolto/client) into .claude/skills/threejs-gameplay-systems in your project. Claude Code loads it when a task matches its description.

How do I install Threejs Gameplay Systems in Codex?

Run `npx skills add corosolto/client --skill threejs-gameplay-systems -a codex`. Or copy the skill folder (.agents/skills/threejs-gameplay-systems in corosolto/client) into .agents/skills/threejs-gameplay-systems in your project. Codex loads it when a task matches its description.

Can I use Threejs Gameplay Systems in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add corosolto/client --skill threejs-gameplay-systems -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/threejs-gameplay-systems, .gemini/skills/threejs-gameplay-systems, .github/skills/threejs-gameplay-systems and .opencode/skills/threejs-gameplay-systems in your project.

What does Threejs Gameplay Systems need to run?

Going by SKILL.md and its folder, Threejs Gameplay Systems needs TypeScript and JavaScript for the scripts in its folder and the command-line tools its instructions call (python3). Our summary lists: Python 3; Node.js.

Does Threejs Gameplay Systems access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Threejs Gameplay Systems safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Threejs Gameplay Systems use?

Threejs Gameplay Systems is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Threejs Gameplay Systems use?

About 1.5k tokens (SKILL.md is roughly 6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 11k tokens, read only when the agent opens those files.

What are the alternatives to Threejs Gameplay Systems?

Skills that share tags, products or a category with Threejs Gameplay Systems: Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars), Image to Three.js Model (img2threejs/img2threejs, 18k stars), New Experiment (Tresjs/tres, 3.8k stars) and Tellux (cyanfish-x/tellux, 207 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Threejs Gameplay Systems?

corosolto (a GitHub organization) maintains it in corosolto/client, which has 257 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 10, 2026.

Source: corosolto/client on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.