Image to Three.js Model
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.
Give a game real 3D models that fit together and run on a phone — free CC0 models from Homie's starter library (Kenney, KayKit, Poly Haven, ambientCG) copied in with their licence, the person's own…
$ npx skills add hashgraph-online/awesome-codex-plugins --skill models -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins models --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/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/models .claude/skills/models && 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 "models" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/models into .claude/skills/models/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "models", 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/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/modelsType 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 hashgraph-online/awesome-codex-plugins --skill models -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins models --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .agents/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/models .agents/skills/models && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "models" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/models into .agents/skills/models/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "models", 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 hashgraph-online/awesome-codex-plugins --skill models -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins models --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/models .cursor/skills/models && 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 "models" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/models into .cursor/skills/models/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "models", 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/hashgraph-online/awesome-codex-plugins.git --path plugins/homie-rocks/homie/skills/models--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 hashgraph-online/awesome-codex-plugins --skill models -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins models --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/models .gemini/skills/models && 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 "models" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/models into .gemini/skills/models/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "models", 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 hashgraph-online/awesome-codex-plugins modelsInstalls 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 hashgraph-online/awesome-codex-plugins --skill models -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .github/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/models .github/skills/models && 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 "models" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/models into .github/skills/models/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "models", 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 hashgraph-online/awesome-codex-plugins --skill models -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins models --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/models .opencode/skills/models && 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 "models" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/models into .opencode/skills/models/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "models", 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.
modelsGive a game real 3D models that fit together and run on a phone — free CC0 models from Homie's starter library (Kenney, KayKit, Poly Haven, ambientCG) copied in with their licence, the person's own…
Models is an agent skill from hashgraph-online/awesome-codex-plugins. Give a game real 3D models that fit together and run on a phone — free CC0 models from Homie's starter library (Kenney, KayKit, Poly Haven, ambientCG) copied in with their licence, the person's own files checked and made phone-sized, and generated props (a concept image in the game's locked style, then Tripo P1 image-to-3D) and generated rigged characters (an A-pose concept, then Meshy 7.1 with its auto-rig, the library's clips retargeted onto it) on the person's OWN fal account under a hard budget with a receipt…
Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts and reference files (for example `agents/openai.yaml`, `references/RIGHTS.md` and `references/models.json`). Compatibility notes: Node 22. Generated props use Tripo's models, and generated characters Meshy's, on the creator's own fal account (FALKEY); fal's own MCP server…
It sits in Game Development, covering 3D graphics and WebGL. The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.
4 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 16b4156. 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.
Ships 1 file in scripts/ (JavaScript), which the agent can run.
Shell commands in SKILL.md call:
nodenpxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.
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.
Node 22. Generated props use Tripo's models, and generated characters Meshy's, on the creator's own fal account (FAL_KEY); fal's own MCP server (https://mcp.fal.ai/mcp-relay) reads schemas and prices.
From compatibility in the SKILL.md frontmatter.
Models loads about 3k tokens when it runs, and up to ~5.2k if it reads all its reference files. Until then it costs about 232 tokens; SKILL.md has 1,244 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); the scripts in this folder are not scanned.
The full file from hashgraph-online/awesome-codex-plugins at commit 16b4156, republished under its Apache-2.0 licence (© hashgraph-online). 1,244 words, ~2,984 tokens.
.claude/skills/models/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.Read the style skill first: a game's models are made under its decisions (render style, palette, scale,
budgets). Routes, cheapest coherent one first:
assets find, then assets add.assets add --file … --license … (ask whose it is).animate skill's.Commands run from inside the studio: npx --no-install homie-studio assets … (free) and this skill's script for
the paid route: node "${CLAUDE_PLUGIN_ROOT}/skills/models/scripts/models.mjs" <command> (in an app with Homie's
tools: assets_find, asset_add, asset_make, asset_check, asset_lineup, asset_rights).
npx --no-install homie-studio assets find "fox" # CC0 items, phone-sized, with triangles and size
npx --no-install homie-studio assets find "pine tree" --family kenney
npx --no-install homie-studio assets add <id> kenney-cube-pets/animal-fox --height 0.7 --card "Characters/Fox"One library family per game (cast.family): mixing Kenney with KayKit shows. An added item is COPIED into
games/<id>/public/models/ (never loaded from homie.rocks at runtime), recorded in assets/manifest.json with its
pack, origin and SHA-256, and its pack is credited on the landing's credits page (kindly: CC0 needs no credit).
HOMIE_LIBRARY points at another copy of the library (a folder or an address).
npx --no-install homie-studio assets add <id> --file /path/to/lantern.glb --license own --as lantern --height 0.6Ask whose it is and under what licence: own, cc0, cc-by-4.0 (with --attribution "<who, where>"),
eula:<store>, market:<listing>, other (with --notes). The file is refused before anything reads it when it
loads anything from an address (an external URI), declares a buffer over the import cap, or is over 64 MB; a
.gltf may bring its .bin and pictures from its own folder only. Then it is made phone-sized (its tier's
triangles and picture size, the pivot at the bottom centre, its height in metres, meshopt geometry, WebP
pictures); the raw file stays in art/<slug>/raw/ (git-ignored; the studio's R2 with media move once it has
storage), never shipped and never committed. FBX, OBJ and .blend: export a .glb first (Blender: File > Export >
glTF 2.0, binary).
node <models.mjs> check # the fal key (a free check) and the registry
node <models.mjs> quote <id> --count 3 # concept + mesh, priced live (about US$0.54 a prop)
node <models.mjs> budget <id> --cap 3 # the cap the person agreed to, for this game's models
node <models.mjs> prop <id> lantern --card "Items/Ember Lantern" --what "an iron lantern with a warm ember inside" --height 0.6 --dry-run
node <models.mjs> prop <id> lantern --card "Items/Ember Lantern" --what "…" --height 0.6 --yes # the concept only
# LOOK at art/lantern/concept.*: the thing, whole, in the game's style, on a plain background?
node <models.mjs> prop <id> lantern --mesh --yes # Tripo P1, textured, face_limit 1500; then optimised and recorded
npx --no-install homie-studio assets lineup <id> # true scale, silhouettes, palette driftprop refuses with no budget, refuses past the cap, and asks
again without --yes. The receipt is written the moment fal accepts the job (art/receipts.jsonl, the
game's art/<id>-models/budget.json); running the same step again resumes it and never pays twice.homie-studio style prompt <id>) with the golden images as
references, on a plain background with even light (baked light is the top quality problem of image-to-3D).--concept-again once. Spend the riskiest prop first.references/models.json is the dated registry of endpoints, prices and schemas. Endpoints retire and reprice
monthly: node <models.mjs> registry reads every price again for free; update the registry (--write) when one
moved, and never hard-code an endpoint anywhere else. fal's own MCP server (get_model_schema, get_pricing,
search_models for a newer Tripo version; the art skill says how to connect it) reads the same facts; a paid
run still goes through models.mjs, never the MCP's run_model.tripo3d/... endpoints): one account, prices read live, the receipts above.
Tripo's own CLI and MCP server (tripo-cli, tripo mcp) bill a separate Tripo account in Tripo credits, outside
this skill's budget and receipts, and a free Tripo plan makes its outputs public under CC BY 4.0
(references/RIGHTS.md): keep a game's models on the fal route. The Homie mod (Claude Code) and Homie's hooks (Codex)
hold a tripo generating command or a Tripo MCP tool as a call whose cost cannot be read first.node <models.mjs> mood <id> b --yes (about US$0.035; a target).Library characters first (assets find "knight" --kind character: KayKit's adventurers and skeletons, Kenney's mini
and blocky characters, all CC0 and animated). For one the library cannot cover:
node <models.mjs> character <id> ranger --card "Players/Ranger" --what "a forest ranger: green hooded cloak, leather tunic, a bow on the back" --height 1.45 --like kaykit-adventurers/rogue --dry-run
node <models.mjs> character <id> ranger --card "Players/Ranger" --what "…" --height 1.45 --like kaykit-adventurers/rogue --yes # the concept only
# LOOK at art/ranger/concept.*: one character, whole, in an A-pose, in the game's style, on a plain background?
node <models.mjs> character <id> ranger --mesh --yes # Meshy 7.1 + auto-rig, about US$1.40; then free: optimised, rig mapped, clips retargeted
npx --no-install homie-studio anim preview <id> --asset ranger # LOOK at the preview sheet--like takes a library character's own thumbnail as the style reference (so a generated hero stands beside the
library's in one look); golden images, when the game has them, come first. The concept is a full body in an A-pose,
front view, plain background (what auto-rigging needs). Humanoids with clear limbs only. The quote reads fal's pricing
API and the model page's add-ons (textures, rigging) and takes the higher. The raw rigged file stays in
art/<asset>/raw/; the shipped character is phone-sized with its skeleton mapped to the standard and the library's
CC0 clips (idle, run, jump, attack, hit, die, ...) retargeted onto it, recorded with both receipts.
npx --no-install homie-studio assets check <id> # phone budgets, the glTF-Validator, licences, staleness, big files
npx --no-install homie-studio assets lineup <id> # pictures in .studio/art/<id>/; look at them
npx --no-install homie-studio assets rights <id> # games/<id>/assets/RIGHTS.md and the credits
npx --no-install homie-studio assets redo <id> <asset> # made again from its kept raw file, freeassets redo runs only the free steps again (today's budgets and render style, from art/<slug>/raw/). A model
drawn black in the game is metal with nothing to reflect: every style but pbr makes models non-metal, and a redo
applies it to one made before. A palette or shape change needs a new concept and mesh (paid), not a redo.
Phone budgets (per asset): a prop 1,500 triangles and 512 px pictures, a hero 8,000 and 1,024 px, one material;
the scene: about 100 draw calls, 150,000 triangles, 48 MB of picture memory, 5 MB to download before the first
round. assets check holds the game to them; the perf skill is the real gate on a phone.
After the lineup, have a FRESH reviewer (the playtest skill's blind review: a new agent that never saw your
reasoning) look at the style board, the golden images and the lineup pictures and score "does every model look
like one game?" from 1 to 10, naming outliers; record it: assets review <id> --score <n> --outliers a,b.
Under 7, or any outlier, those assets need another look.
Every model loads through @homie-rocks/studio/assets:
import { createModels } from '@homie-rocks/studio/assets';
const models = createModels();
const fox = await models.instance('./models/fox.glb').catch(() => models.placeholder({ x: 0.5, y: 0.7, z: 0.8 }));It refuses an unsafe or oversized file (an external URI, a buffer over the cap, an extension three.js cannot
read) before parsing it, decodes meshopt geometry, clones skinned models properly, and warns in development
when a model is over its budget. Draw each loaded model the way the decisions say, once, before copying it:
stylize((await models.load(url)).scene, style) with the game's style.json (its material model and ink outline,
as the style board drew them). The gem-rush-3d starter shows the whole pattern.
references/RIGHTS.md keeps what the providers' terms say, with read dates. Read the live pages again before
anything commercial is published (registry re-reads prices; terms you read by hand).remix: none (remixers get a grey placeholder) and the
studio's repository must stay private while it holds the raw file. publish refuses a game with an asset that
has no licence record.© hashgraph-online, Apache-2.0. 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 4 other files (scripts, references) in plugins/homie-rocks/homie/skills/models of hashgraph-online/awesome-codex-plugins.
Open the folder on GitHubat commit 16b4156
Models 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 |
|---|---|---|---|---|---|---|
| Models this skillhashgraph-online/awesome-codex-plugins | 1.2k | — | ~3k | Automated safety check: Pass | Apache-2.0 | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
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.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
hashgraph-online/awesome-codex-plugins
Create original anime-style reaction stickers as looping GIFs and MP4 previews, using generated character pose sheets and timed key poses.
hashgraph-online/awesome-codex-plugins
Manage and query Calibre libraries with the calibredb CLI (local paths or Calibre Content server URLs).
hashgraph-online/awesome-codex-plugins
A skill your agent uses when adding, changing, testing, or debugging Rust HTTP APIs and services, especially when Codex needs black-box integration tests, random-port app startup, real database test…
hashgraph-online/awesome-codex-plugins
Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the…
hashgraph-online/awesome-codex-plugins
Use CALL-E from Codex through the calle CLI. An agent skill from hashgraph-online/awesome-codex-plugins.
hashgraph-online/awesome-codex-plugins
Balance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies.
Categories
Give a game real 3D models that fit together and run on a phone — free CC0 models from Homie's starter library (Kenney, KayKit, Poly Haven, ambientCG) copied in with their licence, the person's own…. Models is an agent skill from hashgraph-online/awesome-codex-plugins.
Models fits situations like: someone wants 3D models; free assets for a game; asks where a model came from; whether it may be used.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill models -a claude-code`. Or copy the skill folder (plugins/homie-rocks/homie/skills/models in hashgraph-online/awesome-codex-plugins) into .claude/skills/models in your project. Claude Code loads it when a task matches its description.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill models -a codex`. Or copy the skill folder (plugins/homie-rocks/homie/skills/models in hashgraph-online/awesome-codex-plugins) into .agents/skills/models 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 hashgraph-online/awesome-codex-plugins --skill models -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/models, .gemini/skills/models, .github/skills/models and .opencode/skills/models in your project.
Going by SKILL.md and its folder, Models needs JavaScript for the scripts in its folder and the command-line tools its instructions call (node and npx). Our summary lists: Node.js; A credential in FAL_KEY. Compatibility (from SKILL.md): Node 22. Generated props use Tripo's models, and generated characters Meshy's, on the creator's own fal account (FAL_KEY); fal's own MCP server (https://mcp.fal.ai/mcp-relay) reads schemas and prices..
SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Models is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3k tokens (SKILL.md is roughly 12k 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 2.2k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Models: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,232 GitHub stars. The repository holds 736 skills in this directory. The repository was last updated on October 6, 2026.
Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.