Threejs World Generation
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
Build a complete Three.js game or bounded production phase through mechanics experiments, Blender assets, QA and independent playtests.
$ npx skills add DanMcInerney/orchflows --skill 3d-browser-game -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install DanMcInerney/orchflows 3d-browser-game --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .claude/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/3d-browser-game .claude/skills/3d-browser-game && rm -rf skills-srcUse ~/.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/
Install the "3d-browser-game" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/3d-browser-game into .claude/skills/3d-browser-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-browser-game", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/3d-browser-gameType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add DanMcInerney/orchflows --skill 3d-browser-game -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install DanMcInerney/orchflows 3d-browser-game --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .agents/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/3d-browser-game .agents/skills/3d-browser-game && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "3d-browser-game" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/3d-browser-game into .agents/skills/3d-browser-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-browser-game", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add DanMcInerney/orchflows --skill 3d-browser-game -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install DanMcInerney/orchflows 3d-browser-game --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/3d-browser-game .cursor/skills/3d-browser-game && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "3d-browser-game" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/3d-browser-game into .cursor/skills/3d-browser-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-browser-game", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/DanMcInerney/orchflows.git --path example-workflows/3d-browser-game/skills/3d-browser-game--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add DanMcInerney/orchflows --skill 3d-browser-game -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install DanMcInerney/orchflows 3d-browser-game --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/3d-browser-game .gemini/skills/3d-browser-game && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "3d-browser-game" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/3d-browser-game into .gemini/skills/3d-browser-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-browser-game", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install DanMcInerney/orchflows 3d-browser-gameInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add DanMcInerney/orchflows --skill 3d-browser-game -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .github/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/3d-browser-game .github/skills/3d-browser-game && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "3d-browser-game" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/3d-browser-game into .github/skills/3d-browser-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-browser-game", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add DanMcInerney/orchflows --skill 3d-browser-game -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install DanMcInerney/orchflows 3d-browser-game --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/DanMcInerney/orchflows.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/example-workflows/3d-browser-game/skills/3d-browser-game .opencode/skills/3d-browser-game && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "3d-browser-game" agent skill from https://github.com/DanMcInerney/orchflows/tree/main/example-workflows/3d-browser-game/skills/3d-browser-game into .opencode/skills/3d-browser-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-browser-game", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
3d-browser-gameBuild a complete Three.js game or bounded production phase through mechanics experiments, Blender assets, QA and independent playtests.
3D Browser Game is an agent skill from DanMcInerney/orchflows. Build a complete Three.js game or bounded production phase through mechanics experiments, Blender assets, QA and independent playtests.
Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`).
It sits in Game Development, covering 3D graphics and WebGL. It works with Blender and Three.js. The repository describes itself as: 2 skills, composable into workflows, which can then be built into more complex workflows. The licence is MIT.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 8d16eb3. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
3D Browser Game loads about 1.5k tokens when it runs. Until then it costs about 38 tokens; SKILL.md has 716 words of instructions outside code blocks.
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.
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); files beside SKILL.md are not scanned.
The full file from DanMcInerney/orchflows at commit 8d16eb3, republished under its MIT licence (© DanMcInerney). 716 words, ~1,529 tokens.
.claude/skills/3d-browser-game/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.The coordinator applies library context. Inputs: player brief, existing project, target conditions, workspace and constraints. Choose and record unspecified creative details; ask only when a missing choice blocks progress. A bounded phase uses its prerequisites and returns reached work without claiming a finished game.
Use shared creative direction and one integration owner. Production staffing follows core execution rules; only the two playtests require fresh independent reviewers. Missing capabilities block dependent work.
Use evidence for candidate identities and ready, needs change or unverified conclusions. Freeze each candidate until its independent playtest report completes. These are work gates, not user approval prompts.
Each checkpoint permits at most one necessary repair pass: reproduce material findings, fix shared causes, rebuild and replay affected situations plus start–play–outcome–retry. Recapture changed visuals and remeasure affected performance. Preserve the original report and identify the delivered revision; subsequent checks are maker verification, not renewed independent acceptance.
An unchanged ready candidate needs no repair, rebuild or replay. Pre-checkpoint QA/tuning is ordinary production. If a checkpoint remains needs change or unverified, stop dependent production and return the best runnable state, findings and precise next action.
Record the player promise, requirements versus defaults, browser/device/input, session scope and observable completion criteria. Preserve existing intent and architecture; bound a larger release without silently dropping requirements. Select browser-game for design.
Probe install/build/preview, rendered browser input/captures and Blender source-to-GLB loading in Three.js under the test interface and library capability rules. Probe promised audio. Remove disposable probe content from the finished game. Continue only with a feasible ordinary-play route and recorded capability results.
Compare at least three materially different mechanics; choose rules, controls, tunable parameters and completion states. Before implementation, write experiment predictions and observable success/failure scenarios. Set load, frame-time and asset/content budget hypotheses for the agreed device.
Build a Three.js graybox under the test interface and Three.js reference. Complete the session with responsive controls, readable placeholders, real collision/progression, an outcome and ordinary-input restart. Verify rule behavior, interface and production boot before experiments; control defects must not distort them.
Run two focused mechanics experiments. Each predicts how one rule/parameter change affects decisions, compares observed baseline and changed behavior in the same scenario, and records the chosen setting and contrary evidence. Include alternate strategies, misuse and recovery. If meaningful decisions remain absent, report needs change before independent review.
The core handoff includes the runnable graybox, mechanics comparison/choice, scenario predictions, two observed before/after experiments, verified controls/interface and a complete ordinary session. Final assets wait for the core checkpoint.
Apply playtest-3d-browser-game in core mode to the frozen candidate with its required inputs and evidence. Missing uncoached/adaptive browser play is unverified. Apply the checkpoint rule after the completed report.
Only a ready core advances. Record established rules, camera, timing and collider contracts for art/content; later changes require affected gameplay checks.
Derive art direction and the Blender handoff from the ready core. Apply make-blender-game-assets with the art brief, actual baseline, runtime loader and owned output directory. Content/progression may run concurrently on separate files under the proven rules. Gather both completed outcomes before integration.
Integrate inspected exports through the production loader; finish agreed content, UI, feedback and session flow under applicable game, Blender and Three.js criteria. Preserve or recheck timing, collision, camera and readability affected by integration. Required content cannot remain a promised later feature.
Run scenario QA/regression play with browser-game.playtesting; measure and optimize representative production gameplay under the references. Fix known material defects before final review. Supply editable sources, reproducible exports, runtime asset views, complete-session/branch evidence, behavior checks, target-relative load/performance measurements and explicit coverage gaps. Unvisited states and unsupported targets remain unverified.
Apply the playtest workflow in final mode to the exact frozen production candidate, using a fresh reviewer different from the core reviewer. Supply the brief, public instructions, candidate/run location, test route, core review/repairs, asset evidence and measured conditions as that workflow directs. Apply the checkpoint rule after its completed report; graybox review does not accept production.
Return the game/preview prominently, editable game/Blender sources, build/run/test/re-export commands, controls, scenarios, design/asset notes, independent reports and evidence. State ready, needs change or unverified against the requested scope, with gaps and next actions. Requested public deployment uses a hosting skill; local preview is not hosting.
© DanMcInerney, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file in example-workflows/3d-browser-game/skills/3d-browser-game of DanMcInerney/orchflows.
Open the folder on GitHubat commit 8d16eb3
3D Browser Game 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| 3D Browser Game this skillDanMcInerney/orchflows | 117 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Threejs World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 | |
| 3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max | 697 | — | ~2.8k | Automated safety check: Pass | MIT | |
| Blender Web Export Pipelinefreshtechbro/claudedesignskills | 1k | — | ~4.2k | Automated safety check: Pass | MIT | |
| Pneuma Lucidpandazki/pneuma-skills | 161 | — | ~4.6k | Automated safety check: Warn | MIT | |
| Obj Exporterbenchflow-ai/skillsbench | 1.8k | — | ~514 | Automated safety check: Pass | Apache-2.0 |
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
viettranx/3dviz-pro-max
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
freshtechbro/claudedesignskills
Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.
pandazki/pneuma-skills
Pneuma Lucid Mode workspace guidelines. An agent skill from pandazki/pneuma-skills.
benchflow-ai/skillsbench
Three.js OBJExporter utility for exporting 3D geometry to Wavefront OBJ format.
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
DanMcInerney/orchflows
Iteratively improve any artifact and its improvement harness, inventing evaluation when needed; supports bounded runs, tournaments and continuous resumable search.
DanMcInerney/orchflows
Build benchmarks of realistic, hard agent tasks, researched from real work, admitting only verified, shortcut-resistant, calibrated tasks and reporting how well the suite separates systems.
DanMcInerney/orchflows
Develop a project endgoal through N bounded cycles of brainstorm and research, design, implementation, comparison testing and analysis.
DanMcInerney/orchflows
Export an Orchflows workflow as a standalone native skill with a portability report and bounded trial.
DanMcInerney/orchflows
Drive an ambitious goal past a real-world quality bar by splitting it into pieces, each looped through a builder and a fresh, harsh, blind critic until ours reaches the bar or the caller stops.
DanMcInerney/orchflows
Review Orchflows against its purpose and design principles (architecture, workflow design, wording and bugs) and apply reviewed improvements on unmerged branches.
Categories
Build a complete Three.js game or bounded production phase through mechanics experiments, Blender assets, QA and independent playtests. 3D Browser Game is an agent skill from DanMcInerney/orchflows.js game or bounded production phase through mechanics experiments, Blender assets, QA and independent playtests.
3D Browser Game fits situations like: tasks that involve 3D graphics and WebGL.
Run `npx skills add DanMcInerney/orchflows --skill 3d-browser-game -a claude-code`. Or copy the skill folder (example-workflows/3d-browser-game/skills/3d-browser-game in DanMcInerney/orchflows) into .claude/skills/3d-browser-game in your project. Claude Code loads it when a task matches its description.
Run `npx skills add DanMcInerney/orchflows --skill 3d-browser-game -a codex`. Or copy the skill folder (example-workflows/3d-browser-game/skills/3d-browser-game in DanMcInerney/orchflows) into .agents/skills/3d-browser-game in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add DanMcInerney/orchflows --skill 3d-browser-game -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3d-browser-game, .gemini/skills/3d-browser-game, .github/skills/3d-browser-game and .opencode/skills/3d-browser-game in your project.
SKILL.md names no scripts, command-line tools or credentials: 3D Browser Game is instructions for the agent only.
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.
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. Review the folder before installing.
3D Browser Game is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.5k tokens (SKILL.md is roughly 6.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with 3D Browser Game: Threejs World Generation (calesthio/OpenMontage, 66k stars), 3Dviz Pro Max Scene Builder (viettranx/3dviz-pro-max, 697 stars), Blender Web Export Pipeline (freshtechbro/claudedesignskills, 1k stars) and Pneuma Lucid (pandazki/pneuma-skills, 161 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
DanMcInerney (a GitHub user) maintains it in DanMcInerney/orchflows, which has 117 GitHub stars. The repository holds 12 skills in this directory. The repository was last updated on October 4, 2026.
Source: DanMcInerney/orchflows on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.