Agent skill

Tinyworld Ghost World Gen

by jasonkneen in jasonkneen/tiny-world-builder

A skill your agent uses when changing ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in…

AGPL-3.0Auto-check passedGame Development

Install Tinyworld Ghost World Gen

skills CLI
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-ghost-world-gen -a claude-code

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

GitHub CLI
$ gh skill install jasonkneen/tiny-world-builder tinyworld-ghost-world-gen --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/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.codex/skills/tinyworld-ghost-world-gen .claude/skills/tinyworld-ghost-world-gen && 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
tinyworld-ghost-world-gen
GitHub stars
1.6k
Token cost
~1.6k tokens
SKILL.md length
899 words
Files
1
Skills in repo
29
Repo updated
First seen
Licence
AGPL-3.0

At a glance

A skill your agent uses when changing ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in…

  • Changing ghost board generation
  • SKILL.md covers The seeded RNG, Connection rubric, Cross-board neighbours and Cells layout, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Path / road / river continuity

What it does

Tinyworld Ghost World Gen is an agent skill from jasonkneen/tiny-world-builder. Use when changing ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in tiny-world-builder.html.

Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The licence is AGPL-3.0.

When your agent uses it

  • Changing ghost board generation
  • Path / road / river continuity
  • Deterministic regen
  • Edge connections

Example prompts

  • “/tinyworld-ghost-world-gen”

What it can do on your machine

Read from SKILL.md and the folder at commit 49e8abd. 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

    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.

  • 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

Tinyworld Ghost World Gen loads about 1.6k tokens when it runs. Until then it costs about 53 tokens; SKILL.md has 899 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~53
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from jasonkneen/tiny-world-builder at commit 49e8abd, republished under its AGPL-3.0 licence (© jasonkneen). 899 words, ~1,609 tokens.

Download SKILL.mdSave it as .claude/skills/tinyworld-ghost-world-gen/SKILL.md (or your agent's skills folder).
name
tinyworld-ghost-world-gen
description
Use when changing ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in tiny-world-builder.html.

Tiny World Ghost World Generation

makeGhostWorld(boardX, boardZ) produces the contents of a single non-editable ghost board. It must be:

  • Deterministic. Same (boardX, boardZ) always yields the same cells. Cached in ghostBoardCells keyed by 'bx,bz'. Panning away and back must regenerate identically (we rely on this for the sticky-reveal jigsaw — if content shifted between regens the reveal cache would lie).
  • Connection-aware. Paths and rivers must line up across board edges. The user should be able to walk a road from one ghost board into the next.

The seeded RNG

ghostHash(a, b, salt) is a tiny mulberry-style 32-bit mix used for all board-level decisions. Per-cell randomness goes through the older cellRand(x, z, salt) but always with global coords (boardX * GRID + x, boardZ * GRID + z, salt), never local coords. That guarantees a given world cell renders identically regardless of which board it was sourced from.

Connection rubric

  • Horizontal path Z is a function of boardZ only (pathZForRow(boardZ)). Every board on that world row either has the path at the same Z or has no path on that row.
  • Vertical path X is a function of boardX only (pathXForCol(boardX)). Every board in the column shares the same vertical-path X.
  • Where horizontal and vertical paths coincide inside a board you get a crossroads "for free".
  • Rivers are column-shared via riverXForCol(boardX) so they flow continuously down a column. A river that would collide with a vertical path is nudged one column over.
  • Bridges: where a river crosses a horizontal path, drop a kind: 'bridge' tile so the path stays walkable.

Rough density knobs (tweak in the helpers themselves):

  • ~30 % of world rows have no horizontal path ((h % 100) < 30 → -1).
  • ~35 % of world cols have no vertical path.
  • ~88 % of world cols have no river (so ~12 % do).

Cross-board neighbours

The visual tile renderer needs to know what's on the other side of a board edge — otherwise a path that exits east terminates with a stub end-piece. The neighbour helpers handle this:

  • ghostCellAt(boardX, boardZ, x, z) resolves any local coord. If x / z are out of [0, GRID) it walks into the adjacent board and pulls from its makeGhostWorld(...) result. If the wrap lands on board (0, 0) it reads from the home world[][] instead so user edits on the home board's edges feed the ghost adjacency too.
  • getGhostNeighbors(cells, x, z, prop, value, boardX, boardZ) and getGhostTerrainNeighbors(cells, x, z, boardX, boardZ) use ghostCellAt so an edge tile sees the real neighbour, not null.

Always pass boardX, boardZ when calling these from inside buildGhostBoard.

Cells layout

The cell schema must match the home board so setCell / renderCellObject work on ghost cells too. Always include the full shape:

{ terrain, kind, floors, buildingType, fenceSide, extras }

Omitting fields (especially extras: []) caused subtle bugs in the old generator when ghost data flowed through helpers that assumed the full shape.

Blank ghost boards

The Generate dialog can disable outside auto-fill. That path sets ghostBoardsBlank = true, clears existing ghost boards, and lets makeGhostWorld(...) return deterministic blank grass cells for every off-home board. Keep this as an early return inside makeGhostWorld so panning remains cheap and no generated scenery appears outside the current generated board.

Show full SKILL.md (384 more words)Show less

Don't

  • Don't make paths or rivers depend on both boardX and boardZ — that breaks edge continuity.
  • Don't seed decoration with local coords. A tree at local (3,4) of board (1,2) must be identical to that same world cell reached from any other angle.
  • Don't mutate ghostBoardCells from anywhere except makeGhostWorld. The reveal system relies on stable references.

User overrides (exceptions)

Anything the user builds / erases on a ghost board is an override and must survive map regeneration:

  • The override lives in world[gx][gz] at global coords. There is no separate override map — world[][] is the single source of truth for user-built cells whether they sit on the home board or far out in ghost territory.
  • applyToolToCell copies the generated ghost cell into world[gx][gz], calls removeGhostCellMesh(boardX, boardZ, lx, lz) to strip the ghost board's mesh for that cell, then runs applyTool which calls setCell to render the home cellMesh at the global coord. The home cellMesh and the ghost board never both render at the same world position.
  • ghostCellAt(boardX, boardZ, x, z) prefers world[gx][gz] over makeGhostWorld(boardX, boardZ)[x][z]. That keeps cross-board adjacency (paths joining, rivers continuing) correct even when the user has edited the joining tile.
  • buildGhostBoard skips any local cell whose global coord exists in world[][] — those are owned by setCell / cellMeshes.

Persistence

  • saveState walks Object.keys(world) so every populated cell — home and far-flung overrides — is serialised, regardless of how far the user has panned.
  • applyState restores both home cells (via the staggered drop-in loop) and out-of-home overrides (via a second setCell pass with animate: false, forceTile: true). The ghost boards regenerate deterministically around them and ghostCellAt + buildGhostBoard ensure overrides paint on top.

The contract: if a user can place / erase it, the world reloads with that exact change re-applied, anywhere on the map, and the rest of the ghost world regenerates around it.

Validation

  • Pan east across several boards — horizontal paths should run as a continuous strip; vertical paths and rivers should cross perfectly perpendicular.
  • Pan a known board out of the preload radius then back — the same trees / houses / crops / rivers reappear in the same cells.
  • A river crossing a horizontal path renders a bridge, not water.
  • The home board (0, 0) is not affected — its content is the user's, not the generator's, and paths that line up with the generated row /col are coincidental.

© jasonkneen, 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

Just SKILL.md in .codex/skills/tinyworld-ghost-world-gen of jasonkneen/tiny-world-builder.

Open the folder on GitHubat commit 49e8abd

Compare with similar skills

Tinyworld Ghost World Gen 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.

Tinyworld Ghost World Gen compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Tinyworld Ghost World Gen this skilljasonkneen/tiny-world-builder1.6k—~1.6kAutomated safety check: PassAGPL-3.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Tinyworld Ghost World Gen

What does Tinyworld Ghost World Gen do?

A skill your agent uses when changing ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in…. Tinyworld Ghost World Gen is an agent skill from jasonkneen/tiny-world-builder.html.

When should I use Tinyworld Ghost World Gen?

Tinyworld Ghost World Gen fits situations like: changing ghost board generation; path / road / river continuity; deterministic regen; edge connections.

How do I install Tinyworld Ghost World Gen in Claude Code?

Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-ghost-world-gen -a claude-code`. Or copy the skill folder (.codex/skills/tinyworld-ghost-world-gen in jasonkneen/tiny-world-builder) into .claude/skills/tinyworld-ghost-world-gen in your project. Claude Code loads it when a task matches its description.

How do I install Tinyworld Ghost World Gen in Codex?

Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-ghost-world-gen -a codex`. Or copy the skill folder (.codex/skills/tinyworld-ghost-world-gen in jasonkneen/tiny-world-builder) into .agents/skills/tinyworld-ghost-world-gen in your project. Codex loads it when a task matches its description.

Can I use Tinyworld Ghost World Gen 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 jasonkneen/tiny-world-builder --skill tinyworld-ghost-world-gen -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/tinyworld-ghost-world-gen, .gemini/skills/tinyworld-ghost-world-gen, .github/skills/tinyworld-ghost-world-gen and .opencode/skills/tinyworld-ghost-world-gen in your project.

What does Tinyworld Ghost World Gen need to run?

SKILL.md names no scripts, command-line tools or credentials: Tinyworld Ghost World Gen is instructions for the agent only.

Does Tinyworld Ghost World Gen 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 Tinyworld Ghost World Gen 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. Review the folder before installing.

What licence does Tinyworld Ghost World Gen use?

Tinyworld Ghost World Gen 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 Tinyworld Ghost World Gen use?

About 1.6k tokens (SKILL.md is roughly 6.4k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Tinyworld Ghost World Gen?

Skills that share tags, products or a category with Tinyworld Ghost World Gen: 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, 2.5k 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.

Who maintains Tinyworld Ghost World Gen?

jasonkneen (a GitHub user) maintains it in jasonkneen/tiny-world-builder, which has 1,592 GitHub stars. The repository holds 29 skills in this directory. The repository was last updated on October 10, 2026.

Source: jasonkneen/tiny-world-builder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.