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 the home island layout, edge dressing, undersides, autoincentive sponsor banner (now a top-left logo-adjacent DOM banner), plane/crop-duster flight paths…
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-island-and-planes -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-island-and-planes --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-island-and-planes .claude/skills/tinyworld-island-and-planes && 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-island-and-planes" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-island-and-planes into .claude/skills/tinyworld-island-and-planes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-island-and-planes", 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-island-and-planesType 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-island-and-planes -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-island-and-planes --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-island-and-planes .agents/skills/tinyworld-island-and-planes && 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-island-and-planes" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-island-and-planes into .agents/skills/tinyworld-island-and-planes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-island-and-planes", 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-island-and-planes -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-island-and-planes --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-island-and-planes .cursor/skills/tinyworld-island-and-planes && 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-island-and-planes" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-island-and-planes into .cursor/skills/tinyworld-island-and-planes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-island-and-planes", 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-island-and-planes--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-island-and-planes -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-island-and-planes --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-island-and-planes .gemini/skills/tinyworld-island-and-planes && 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-island-and-planes" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-island-and-planes into .gemini/skills/tinyworld-island-and-planes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-island-and-planes", 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-island-and-planesInstalls 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-island-and-planes -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-island-and-planes .github/skills/tinyworld-island-and-planes && 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-island-and-planes" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-island-and-planes into .github/skills/tinyworld-island-and-planes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-island-and-planes", 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-island-and-planes -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-island-and-planes --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-island-and-planes .opencode/skills/tinyworld-island-and-planes && 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-island-and-planes" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-island-and-planes into .opencode/skills/tinyworld-island-and-planes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-island-and-planes", 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-island-and-planesA 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…
Tinyworld Island And Planes is an agent skill from jasonkneen/tiny-world-builder. Use 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, banner streamers, or which side of the island is "front".
Its SKILL.md is about 4.7k 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.
2 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 7ee7799. 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.
Shell commands in SKILL.md call:
nodeFrom the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
x.comFrom 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 Island And Planes loads about 4.7k tokens when it runs. Until then it costs about 65 tokens; SKILL.md has 2,327 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 7ee7799, republished under its AGPL-3.0 licence (© jasonkneen). 2,327 words, ~4,658 tokens.
.claude/skills/tinyworld-island-and-planes/SKILL.md (or your agent's skills folder).y = 0. Underside
of dirt slab + inverted stepped underside extends down from there.GRID (default 8, max 20, ranges from HOME_GRID_MIN to HOME_GRID_MAX) ×
TILE (=1) sets the edge length. Half-width = (GRID * TILE) / 2.DIRT_H = 0.55 — visible dirt block height.DEFAULT_AZIMUTH = π * 0.32, DEFAULT_POLAR = π * 0.30
→ camera sits in the +X +Z quadrant looking back at origin. The +Z face is
the "front" of the island (most camera-facing side).buildHomeBorder() flowDefined ~line 16340. Rebuilds the island's undersides and edge dressing every time the home grid changes:
clear homeBorderGroup children
vbox(... underside slab ...)
voxelInvertedSteppedRoof(... cascading underside ...)
addIslandRocketEngines(homeBorderGroup)
addIslandEdgeDressing(homeBorderGroup) // tufts, rocks, dirt accents
(island front drape removed — autoincentive now a top-left logo-adjacent DOM banner)
prepareHomeBorderForRender(homeBorderGroup)
buildDistantWorlds()
buildUnderIslandClouds() (if defined)Anything you add that should live on the island should be appended inside
buildHomeBorder() so it rebuilds correctly when the user changes
#render-home-grid (the home board size selector).
Some of the round underside pipes emit a faint output from their outer
(side-facing) end — clear water, murky brown water, or steam — via
the pipe-emitter system in 23-particles-clouds.js (registerPipeEmitter /
updatePipeEmitters, ticked next to updateSmoke). addIslandUtilityUnderside
(13-distant-dressing-ghost.js) registers ~32% of pipe runs (split
water/murky/steam) at their end; buildHomeBorder calls clearPipeEmitters
first. Emitter coords are local to homeBorderGroup; particles live in
xrWorldRoot, are capped at 140, and only spawn when camera.position.y < 4
(underside in view). Water/murky fall under gravity; steam rises and expands.
The home island underside (slab + voxelInvertedSteppedRoof), the island
edges (addIslandSideBacking), and the underside greebles
(addIslandUtilityUnderside trays/clamps) now honour the Voxel bevel
setting (renderVoxelBevel): their vbox calls no longer pass noBevel/skip*
(which would route to the un-beveled getOpenBoxGeometry). voxelInvertedSteppedRoof
is shared, so editable islands and the new-island stamp underside bevel too.
Cost note: at max bevel (0.06) the merged homeBorder geometry grows ~13× (the
many tiny greebles each round), so keep bevel modest. The distant ghost-island
dressing (tiny far preview islands) intentionally stays noBevel for perf.
Island shell materials (M.boardSide, M.boardSideEdge, M.islandUnder,
M.islandUnderD) opt into the world-UV shader pass in 04-textures.js.
Grass tile risers use M.boardSide and should read as dirt/soil directly under
the grass cap, not rock; keep that material on the soil-side texture family.
The dedicated strata side backing (M.boardSideEdge) can still show deeper
soil-to-rock banding lower down, while underside materials use
textures/island-underside-voxel.png (texIslandUndersideVoxel) so the bottom
reads as larger dark beveled voxel blocks; keep replacement shell art seamless
and power-of-two because Three.js repeats it with mipmaps. The shader pass
darkens a coarse horizontal/vertical side grid and lightly modulates each
block/underside cell in the fragment shader. It uses world position/normal
varyings, so the large merged side slabs read as chunky voxel blocks without
adding geometry or draw calls. islandShellMaterial() in 03-geometry-materials.js
copies Lambert onBeforeCompile hooks and explicitly preserves ShaderMaterial
uniforms/source so the side-backing clone keeps the same coarse grid/strata
shader instead of falling back to a black shell.
Island edge strata is shader-driven on the side backing only:
addIslandSideBacking uses the dedicated M.boardSideEdge shader material for
lower dirt/rock backing. Do not restore the old continuous green grass-cap
carrier at the top edge: it reads as a thin floating strip around the island in
Build/tilt-down views. Per-cell terrain and mesh-terrain side walls own the top
edge; the backing should stay darker/lower behind greebles. Keep the four backing
faces widened by the edge outset so corners meet cleanly, and keep hidden faces
stripped with skipTop / skipBottom / interior-side skips. Keep the
side-carrier meshes out of static base merging so the shader stays inspectable;
do not add separate overlay panels or per-tile decal geometry for this effect.
The dirt/brown band in island-side-strata-gpt.png should match the darker
soil-side/M.dirtRich greeble palette, not bright orange. Keep the band near
the dark brown family used by side greeble blocks so the bitmap and geometry
read as one material.
Underside pipes and water details are material-driven: M.utilityPipe,
M.utilityPipeD, and M.utilityClamp use the internal pipe-metal canvas
texture; M.waterFoam and M.waterfallFoamPuff use the internal
water-froth canvas texture. Keep these procedural unless the user asks for a
specific bitmap, because they apply to many tiny utility meshes and particles.
editableIslandBaseDesiredLod, full within max(40, span*5.2)) and a count
budget (editableIslandFullLodBudget, now +8: all full up to 14 islands,
then 12/11/10). Both were widened so a placed cluster of ~8 islands keeps its
real base + per-cell surface instead of dropping to the flat proxyGroup
(which is what "island without a base / different surface" was).pickEditableIslandBody (18-scene-pick-xr.js) walks
up to userData.editableIslandId (excludes home). It outlines the island
(setIslandSelectionOutline, a box-edges LineSegments child of island.group
so it follows move/rotate) and raises the move gizmo.removeEditableIsland — undoable, because the world-history snapshot includes
serializeEditableIslands(). It clears the island's board cells, moorings
anchored to it, registries, and selection.With the Island tool active, hovering an island shows a blank-island hologram on
each of its 4 free cardinal sides at once (37-island-placement-holos.js,
reuses islandPlacementSlots(anchor).slice(0,4) + makeBlankIsland +
makeGhostHoloMaterial). Occupied sides and the home origin are filtered out
("minus blocked by anything"). Hovering a hologram highlights it (uBase
0.10->0.36, brighter blue, slight scale-up) via a per-frame raycast in
updateIslandPlacementHolos(x,y); clicking a hologram places there. GOTCHA: hover-test the holos first and keep the anchor sticky — pickTile ignores the holos, so recomputing the anchor while hovering a hologram flips it to whatever (home/other island) sits behind it and rebuilds the holos out from under the cursor (they "disappear" on click). Only re-anchor when hovering a different island; keep holos over empty space
(applyToolToCell checks islandPlacementHoloHoveredSlot() first, before any
island-select). selectTool clears the holos when switching away; the holo
shader uTime ticks via tickIslandPlacementHolos. The single snap-to-slot
hologram path is bypassed for the Island tool. GOTCHA: when cloning the
ghost-outline hull, collect mesh nodes before o.add(hull) — adding during
traverse recurses into the new hull forever (stack overflow).
Newly placed editable islands warp in instead of popping into place. The effect
lives in 14-editable-islands-moorings.js: startEditableIslandWarpArrival()
starts a short blue-white streak/tunnel + arrival flash, and
tickEditableIslandWarpArrivals(dt) runs after updateEditableIslandLods()
so it can override LOD visibility during the arrival. Default creation triggers
the effect, while restored/imported/stress-demo islands with skipSave: true
do not; use warpIn: true explicitly for future multiplayer join arrivals.
The final saved transform remains island.positionX/Y/Z + rotationY; the warp
only moves/scales the render group temporarily.
The home island is not movable: its editable surface lives in the shared
world grid (worldGroup, picked by logical gx/gz), while only homeBorderGroup
(the base) is its transform group — so dragging it would shift the base away from
the locked surface. updateTransformGizmo (12-selection-tool.js) refuses to
bind the move gizmo when selectedEditableIsland().__home is set (selecting a
home engine sets selectedEditableIslandId = 'home', which previously let the
gizmo grab it). Sky/editable islands stay movable. Making the home island truly
relocatable as one piece would require re-parenting the home cells into a movable
group and routing their picking through that transform (as editable islands do).
Island engines (home + editable, userData.editableIslandEngineId) can only be
selected from underneath: pickEditableIslandEngine (18-scene-pick-xr.js)
early-returns null when camera.position.y >= 0. Otherwise a pick ray from
above passes through the board and grabs the engine hanging behind it. Mirrors
pickTile's "refuse picks from below the surface" convention, inverted.
Home-island rocket engines keep their chunky voxel casing, but the animated
jet plume is a small set of static or simply X-flipped shader sheets. Do not
rebuild it as many per-layer flame cubes; the sheet approach keeps the
underside readable while staying cheap for large-island scenes. Keep older
voxel object builders as inactive legacy helpers rather than deleting them;
they may be useful again for alternate engine styles or detail settings.
The jet plume sheets are underside-only effects: tickIslandRocketEngines
hides rocketPlumeSheet meshes when the camera is above the engine/island
surface gate, and their compact sheet dimensions are guarded by
tools/check.js. Do not let them billboard through the board or become a
surface-level white/cyan cloud in normal build/play views.
The PNG/JPG ships inline as AUTOINCENTIVE_BANNER_DATA_URL (~41 KB base64
JPEG) so there's no extra HTTP. Same data URL feeds:
assets/twlogo-wordmark.png, logo-only crop with the island removed) on
wide screens, dropping below the logo at medium widths and hiding on phone widths
(<a id="brand-banner"><img id="brand-banner-img">), src set by the
applyAutoincentiveSponsorLogo IIFE. Clickable, opens
https://x.com/Autoincentiv3. Hidden in showcase + XR via .brand-banner
rules in styles/tiny-world.css.<img id="sponsor-logo-autoincentive">, populated by the same IIFE).The old 3D island front-facing drape (buildIslandFrontBanner /
tickIslandBanners, a flapping cloth mesh on the +Z side) has been removed
from the scene: the call in buildHomeBorder() (13-distant-dressing-ghost.js)
is gone, so the functions remain defined but inert (legacy). tickIslandBanners
still ticks but is a no-op while islandBannerEntry stays null.
If the user changes art, swap the data URL and the 2.5:1 aspect — width
fits ~GRID * 0.7.
Defined in the crop duster route / state section (~line 26200).
planes[]), shown in formations or solo.tinyworld:render:planesEnabled controls the whole system
and defaults off for now. When off, the GLB/textures are not loaded and
hidden banners/crop-dust particles are cleared.startDustingRun() — uses planDustingCurve() to sweep over crop cells.startBannerRun() — uses planBannerCurve() to fly behind the
island so the towed text banner reads against the sky.planBannerCurve() places the path at target.z - (GRID * 0.5) - (GRID * 2)
— i.e. ~2 island lengths behind the back edge. Altitude is
Math.max(renderCloudHeight + 0.2, FLIGHT_CRUISE_ALT - 1.6) — a touch
lower than the dusting cruise altitude.foley-rocket-engines-1..4, NOT
foley-propellers-* or large-prop-engine-* (the model is a jet).The towed banner cloth uses updatePlaneBannerFlap (per-vertex sine wave
travelling along the X axis). Banner messages come from BANNER_MESSAGES.
new-island tool creates an editable duplicate island board, not a
cell object. It keeps its own logical board coordinates so normal tools keep
using setCell(), while the island group handles X/Y/Z positioning and Y
rotation through the gizmo. Do not expose scale for island-board transforms.setCell(). Keep default grass virtual, add one pickable default-surface
mesh for the board, and materialize sparse per-cell meshes only after the
user edits a cell.voxel_lift_engine.html: propellers face downward and the thrust/plume/glow
system remains off. Do not register these with islandRocketFlames or
islandRocketEngines.X/Y offsets at 0 so it stays centred on
the visible lift shaft; use local Z (currently
EDITABLE_ISLAND_PROP_LOCAL_Z = -2.84) for the lower shaft mount, and keep
the short non-spinning spindle sleeve at EDITABLE_ISLAND_PROP_SPINDLE_LINK_Z
so the propeller visibly connects to the shaft. Keep the legacy large outer
hub cap and old two-cube hub blocks behind opt-in flags; the default propeller
should not show block lumps on top of the shader/blur disc. High-RPM
readability comes from the shared dark shader blur/strobe disc, while the
voxel blade groups are a startup/slow-spin visual.engines state on the island record, stamp engine meshes with
editableIslandEngineId for raycast selection, and tick their propellers from
the central animation loop.moorings (scope: home|island, optional
islandId, and local {x,y,z}), rebuild their TubeGeometry under the
non-pickable mooringGroup, and include them in undo/export/save state. When
placing a cable, raycast exact surface points rather than pickTile() so
underside picks work, and reject routes that pass through registered
propeller, jet engine, or rocket plume hazard spheres.clearMooringCables() on home-grid changes, starter-scene resets,
and demo paths that replace islands; imports can then restore valid saved
cables with replaceMooringCables() after islands have been recreated.addIslandUtilityUnderside() for underside pipes/cables/boxes and
addIslandEdgeDressing() for grassy/dirt/rock edge chunks.addIslandEdgeDressing() (per
the existing per-edge loop with cellRand noise) so it stays consistent
across all four sides.updateCropDuster(dt) in
renderer.setAnimationLoop(animate)).After island/plane changes:
node tools/check.jsmooring, t.mooring).style in MOORING_STYLES
(14-editable-islands-moorings.js): power (amber), water (blue), waste
(green), data (purple), mooring (default dark). style is normalized
(normalizeMooringStyleId), persisted via serializeMooringCables, and
drives the tube material (mooringStyleMaterial). Change it with the global
setMooringCableStyle(id, style) (rebuilds + saveState).noPointerPick for the placement raycast. 36-mooring-interaction.js
runs its own raycast against mooringGroup (only while the Select tool is
active): hover swaps the cable's meshes to mooringHoverMaterial (blue);
a click opens a radial (.radial-menu.mooring-radial, reuses radial CSS) to
pick the style. While that radial is open a full-screen
.mooring-radial-backdrop (z 45, below the buttons at z 46) preventDefault+
stopPropagations every pointer/wheel event and closes on outside click, so
canvas pan/orbit cannot fire and the type buttons stay clickable. (The menu
container is pointer-events:none, so without the backdrop a miss between
buttons falls through to the canvas and pans.) Verify pickability with 3D math (project tube vertices →
raycast mooringGroup), not screenshots.© 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-island-and-planes of jasonkneen/tiny-world-builder.
Open the folder on GitHubat commit 7ee7799
Tinyworld Island And Planes 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 Island And Planes this skilljasonkneen/tiny-world-builder | 1.6k | — | ~4.7k | 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 ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in…
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 the home island layout, edge dressing, undersides, autoincentive sponsor banner (now a top-left logo-adjacent DOM banner), plane/crop-duster flight paths…. Tinyworld Island And Planes is an agent skill from jasonkneen/tiny-world-builder. Use 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, banner streamers, or which side of the island is "front".
Tinyworld Island And Planes fits situations like: changing the home island layout; autoincentive sponsor banner (now a top-left logo-adjacent DOM banner); plane/crop-duster flight paths; banner streamers.
Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-island-and-planes -a claude-code`. Or copy the skill folder (.codex/skills/tinyworld-island-and-planes in jasonkneen/tiny-world-builder) into .claude/skills/tinyworld-island-and-planes in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-island-and-planes -a codex`. Or copy the skill folder (.codex/skills/tinyworld-island-and-planes in jasonkneen/tiny-world-builder) into .agents/skills/tinyworld-island-and-planes 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-island-and-planes -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-island-and-planes, .gemini/skills/tinyworld-island-and-planes, .github/skills/tinyworld-island-and-planes and .opencode/skills/tinyworld-island-and-planes in your project.
Going by SKILL.md and its folder, Tinyworld Island And Planes needs the command-line tools its instructions call (node).
SKILL.md names 1 domain. In commands or code: x.com; the agent is likely to contact it when it follows the instructions. 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 Island And Planes 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 4.7k tokens (SKILL.md is roughly 19k 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 Island And Planes: 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 1,594 GitHub stars. The repository holds 29 skills in this directory. The repository was last updated on October 11, 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.