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.
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…
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-ghost-world-gen -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-ghost-world-gen --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/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-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 "tinyworld-ghost-world-gen" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-ghost-world-gen into .claude/skills/tinyworld-ghost-world-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-ghost-world-gen", 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/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-ghost-world-genType 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 jasonkneen/tiny-world-builder --skill tinyworld-ghost-world-gen -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-ghost-world-gen --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.codex/skills/tinyworld-ghost-world-gen .agents/skills/tinyworld-ghost-world-gen && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "tinyworld-ghost-world-gen" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-ghost-world-gen into .agents/skills/tinyworld-ghost-world-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-ghost-world-gen", 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 jasonkneen/tiny-world-builder --skill tinyworld-ghost-world-gen -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-ghost-world-gen --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.codex/skills/tinyworld-ghost-world-gen .cursor/skills/tinyworld-ghost-world-gen && 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 "tinyworld-ghost-world-gen" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-ghost-world-gen into .cursor/skills/tinyworld-ghost-world-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-ghost-world-gen", 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/jasonkneen/tiny-world-builder.git --path .codex/skills/tinyworld-ghost-world-gen--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 jasonkneen/tiny-world-builder --skill tinyworld-ghost-world-gen -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-ghost-world-gen --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.codex/skills/tinyworld-ghost-world-gen .gemini/skills/tinyworld-ghost-world-gen && 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 "tinyworld-ghost-world-gen" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-ghost-world-gen into .gemini/skills/tinyworld-ghost-world-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-ghost-world-gen", 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 jasonkneen/tiny-world-builder tinyworld-ghost-world-genInstalls 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 jasonkneen/tiny-world-builder --skill tinyworld-ghost-world-gen -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .github/skills && cp -r skills-src/.codex/skills/tinyworld-ghost-world-gen .github/skills/tinyworld-ghost-world-gen && 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 "tinyworld-ghost-world-gen" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-ghost-world-gen into .github/skills/tinyworld-ghost-world-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-ghost-world-gen", 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 jasonkneen/tiny-world-builder --skill tinyworld-ghost-world-gen -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-ghost-world-gen --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.codex/skills/tinyworld-ghost-world-gen .opencode/skills/tinyworld-ghost-world-gen && 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 "tinyworld-ghost-world-gen" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-ghost-world-gen into .opencode/skills/tinyworld-ghost-world-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-ghost-world-gen", 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.
tinyworld-ghost-world-genA 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. 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.
Read from SKILL.md and the folder at commit 49e8abd. 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.
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.
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 jasonkneen/tiny-world-builder at commit 49e8abd, republished under its AGPL-3.0 licence (© jasonkneen). 899 words, ~1,609 tokens.
.claude/skills/tinyworld-ghost-world-gen/SKILL.md (or your agent's skills folder).makeGhostWorld(boardX, boardZ) produces the contents of a single
non-editable ghost board. It must be:
(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).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.
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.boardX only
(pathXForCol(boardX)). Every board in the column shares the same
vertical-path X.riverXForCol(boardX) so they
flow continuously down a column. A river that would collide with
a vertical path is nudged one column over.kind: 'bridge' tile so the path stays walkable.Rough density knobs (tweak in the helpers themselves):
(h % 100) < 30 → -1).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.
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.
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.
boardX and boardZ —
that breaks edge continuity.ghostBoardCells from anywhere except
makeGhostWorld. The reveal system relies on stable references.Anything the user builds / erases on a ghost board is an override and must survive map regeneration:
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.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.
© 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
Just SKILL.md in .codex/skills/tinyworld-ghost-world-gen of jasonkneen/tiny-world-builder.
Open the folder on GitHubat commit 49e8abd
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Tinyworld Ghost World Gen this skilljasonkneen/tiny-world-builder | 1.6k | — | ~1.6k | Automated safety check: Pass | AGPL-3.0 | |
| 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 | 2.5k | — | ~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…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
jasonkneen/tiny-world-builder
Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js.
jasonkneen/tiny-world-builder
create robust, browser-runnable three.js primitive reconstructions from static low-poly, voxel, isometric, or stylized game-art reference images.
jasonkneen/tiny-world-builder
A skill your agent uses whenever an LLM agent needs to search, browse, or download 3D models from Poly Pizza (poly.pizza) using their REST API.
jasonkneen/tiny-world-builder
A skill your agent uses when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder.
jasonkneen/tiny-world-builder
A skill your agent uses when changing the home island layout, edge dressing, undersides, autoincentive sponsor banner (now a top-left logo-adjacent DOM banner), plane/crop-duster flight paths…
jasonkneen/tiny-world-builder
Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems…
Categories
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.
Tinyworld Ghost World Gen fits situations like: changing ghost board generation; path / road / river continuity; deterministic regen; edge connections.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Tinyworld Ghost World Gen 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.
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.
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.
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.
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.