Agent skill

Tinyworld Lowpoly Stylized 3D

by jasonkneen in jasonkneen/tiny-world-builder

A skill your agent uses when adding, importing, designing, reviewing, or animating low-poly / stylized 3D assets in Tiny World Builder, including Three.js procedural meshes, GLB/GLTF assets, Poly…

AGPL-3.0Auto-check passedGame Development

Install Tinyworld Lowpoly Stylized 3D

skills CLI
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-lowpoly-stylized-3d -a claude-code

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

GitHub CLI
$ gh skill install jasonkneen/tiny-world-builder tinyworld-lowpoly-stylized-3d --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-lowpoly-stylized-3d .claude/skills/tinyworld-lowpoly-stylized-3d && 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-lowpoly-stylized-3d
GitHub stars
1.6k
Token cost
~4k tokens
SKILL.md length
2,033 words
Files
1
Skills in repo
29
Repo updated
First seen
Licence
AGPL-3.0

At a glance

A skill your agent uses when adding, importing, designing, reviewing, or animating low-poly / stylized 3D assets in Tiny World Builder, including Three.js procedural meshes, GLB/GLTF assets, Poly…

  • Works in 5 steps: compute Box3, center model at origin, → scale to target tile/world size, → set cast/receive shadow intentionally, → …
  • Animating low-poly / stylized 3D assets in Tiny World Builder
  • SKILL.md covers Tiny World art direction, Scale rules, Voxel avatar descriptors and Material and palette rules, plus 4 more sections
  • Calls node

What it does

Tinyworld Lowpoly Stylized 3D is an agent skill from jasonkneen/tiny-world-builder. Use when adding, importing, designing, reviewing, or animating low-poly / stylized 3D assets in Tiny World Builder, including Three.js procedural meshes, GLB/GLTF assets, Poly Pizza models, material palettes, scale/orientation, silhouettes, clouds/planes/crop dusters, and toolbar thumbnails.

Its SKILL.md is about 4k 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, covering 3D graphics and WebGL and Game assets and audio. It works with Three.js. The licence is AGPL-3.0.

When your agent uses it

  • Animating low-poly / stylized 3D assets in Tiny World Builder
  • Including Three.js procedural meshes
  • GLB/GLTF assets
  • Poly Pizza models

Example prompts

  • “/tinyworld-lowpoly-stylized-3d”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. compute Box3, center model at origin,
  2. scale to target tile/world size,
  3. set cast/receive shadow intentionally,
  4. tag moving subparts in userData,
  5. dispose cloned materials/geometries if removed.

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

    Shell commands in SKILL.md call:

    • node

    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 Lowpoly Stylized 3D loads about 4k tokens when it runs. Until then it costs about 81 tokens; SKILL.md has 2,033 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~81
When it runs · the whole SKILL.md, loaded when a task matches
~4k

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). 2,033 words, ~3,961 tokens.

Download SKILL.mdSave it as .claude/skills/tinyworld-lowpoly-stylized-3d/SKILL.md (or your agent's skills folder).
name
tinyworld-lowpoly-stylized-3d
description
Use when adding, importing, designing, reviewing, or animating low-poly / stylized 3D assets in Tiny World Builder, including Three.js procedural meshes, GLB/GLTF assets, Poly Pizza models, material palettes, scale/orientation, silhouettes, clouds/planes/crop dusters, and toolbar thumbnails.

Tiny World Low-Poly Stylized 3D

Use this together with:

  • Project skill .codex/skills/tinyworld-single-file/SKILL.md for single-file constraints.
  • Project skill .codex/skills/tinyworld-render-performance/SKILL.md for GPU/shadow/renderer limits.
  • Installed skill .agents/skills/3d-modeling/SKILL.md for topology, UV, export, LOD, and GLB hygiene.
  • Installed skill .agents/skills/poly-pizza-api/SKILL.md when sourcing low-poly models from Poly Pizza.
  • Installed skill .agents/skills/lightweight-3d-effects/SKILL.md when adding decorative lightweight 3D effects.

Tiny World art direction

  • Low-poly, toy-like, readable at thumbnail size.
  • Chunky primitives with bevels/rounded slabs, not realistic detail.
  • Strong silhouettes beat micro-detail.
  • Bright but not washed out: use saturated local color plus darker trim/shadow-side material.
  • Keep texture use rare and intentional. Procedural THREE.MeshLambertMaterial colors should remain the default for built-in objects.
  • Custom/generated voxel stamps should not render full bounding-cage trim by default; reserve bounds frames for explicit decorative-outline stamps.
  • If generated voxel stamps include a broad ground/platform part, sink that base into the terrain rather than showing a raised tile under the object.
  • Use flat/Lambert lighting semantics compatible with the vendored Three.js r185 global bundle.
  • Avoid glossy/PBR realism unless an imported asset already depends on it.

Scale rules

  • One grid tile is 1 x 1 world unit.
  • Small props should fit comfortably inside a tile: ~0.2–0.8 units wide.
  • Houses can occupy one or multiple tiles, but doors/windows must remain readable from the default camera.
  • Flying ambient objects should be scaled to feel like toys above the board, not real-world aircraft; crop duster wingspan target is around 1–1.5 tiles.
  • Always normalize imported model scale with Box3 bounds, then apply a target span.
  • Apply orientation fixes once at model root or a named wrapper; do not keep stacking ad-hoc rotations in the animation loop.

Voxel avatar descriptors

  • Keep window.voxelAvatarDescriptor in engine/world/53-voxel-avatar.js and cleanAvatar in party/index.js in lockstep. The networked Tinyverse descriptor currently allows kind, seed, body, skin, hairC, hair, fit, head, height, build, and gear.
  • Voxel avatar gear should use simple cached/shared geometries and materials where possible. Mark shared gear meshes with userData.sharedAvatarAsset so the avatar dispose path does not dispose shared assets while removing one avatar instance.

Material and palette rules

  • Prefer 2–4 materials per object: body, dark trim, highlight, accent.
  • Bespoke generated voxel/custom-part models should use semantic material families rather than collapsing to the seed material. A greenhouse needs glass + frame + planting/base materials; an airship needs hull + brass/copper machinery + fabric/canvas balloon panels + cable/rope rigging + glass bridge/window accents.
  • Generated custom-part renderers must keep those semantic families editable after creation. voxelAppearanceMaterial() should apply global materialTexture even when a part has no inferred body/top role, and body/top colours or textures should override only parts whose material/color maps to the matching role.
  • Use the custom-part cable primitive for actual connections: balloon ropes, crane lines, tethers, rigging, moorings, bridge suspension lines, and other angled cords. Do not fake these as vertical stone/wood columns when endpoints are known.
  • Use custom-part sphere/ellipsoid primitives for rounded balloon envelopes, domes, tanks, and soft canopies. Panel bands or ribs can be boxes only when they read as raised seams; colored balloon fabric panels should use curved ellipsoid slices (phiStart/phiLength) rather than square side plates.
  • Default custom-part stamps should be board-scale on first creation. Compact bridges, decks, docks, and props should be about one tile wide and can use a small negative Y offset to sit into the terrain/water; only deliberate hero objects should claim 1.5+ tiles.
  • Native TinyWorld objects can be used as parts of a scene, but they should not stand in for a requested model when customParts can express the model directly.
  • Never mutate shared M.* material colors for one instance; clone or create a new material. The one allowed global exception is applySeasonFoliage(), which centrally retints shared foliage/grass materials for season changes.
  • MeshLambertMaterial does not provide the same flatShading workflow as Standard/Phong; keep faceted model-stamp fallbacks through non-indexed/flat-normal geometry instead of unsupported material flags.
  • Built-in material references should live in engine/world/04-textures.js as deterministic coarse canvas textures before adding per-object overrides. Current coarse material maps include path-pavers, castle-block, brick-building, roof-shingles, window-lit, window-unlit, grass-voxel, grass-side, soil-side, fence-timber, crop-stalk, corn-cob, sunflower maps, and island-side-blocks. Keep them intentionally large and calm from the default/top-down camera; if the whole island reads noisy, lower world-UV repeat before adding detail. Ground path is brick/paver blockwork, not rock chips or gravel: keep path terrain on path-pavers and avoid loose pebble overlays that make it read as stone rubble. Ground grass and ground stone default back to the older calm cottage-grass/cottage-stone maps; use the newer coarse maps on object materials, side panels, or explicit user-selected terrain texture overrides instead. Stone riser/side faces use a separate large-block material (M.stoneSide) so cliffs can scale up without changing the stone ground cap. Home island edge grass/soil/rock strata is not a texture-map option: it is the dedicated M.boardSideEdge shader material, aligned from TOP_H (the visible grass-cap top) down a shallow side backing behind the foreground greebles. It samples textures/island-side-strata-gpt.png, a fixed 1024x192 horizontal strata slice; keep that slice image-driven and the same dimensions rather than rebuilding tall normalized procedural bands. Grass richness should stay FPS-safe through shared texture maps (grass-voxel or grass-side only when intentionally selected), not added blade meshes. Stone blocks should stay light cool gray like the stair/column references rather than tan or charcoal; fence timber should stay warm and use horizontal grain bands so rails read correctly.
  • Cottage-style defaults remain part of the built-in material language: texCottageGrass, texCottageWood, and the texture-folder atlases are still useful for softer surfaces, but stone/path/roof/window/fence/crop references should use the newer coarse maps when the requested style is square voxel material.
  • For imported texture variants, create explicit material variants and swap them at the model mesh level.
  • For toolbar thumbnails, increase contrast/saturation carefully so icons read against the white toolbar, but keep the in-world material natural.
  • If a model comes with a texture atlas, set its color data with twSetTextureSRGB(texture) / texture.colorSpace = THREE.SRGBColorSpace and check flipY for GLTF compatibility.
  • Repo-backed model stamps must run a material hydration pass: preserve real embedded materials, apply known sidecar atlases (GLTF atlases use flipY = false), parse OBJ .mtl sidecars when present, warn when they are missing, and apply a deterministic TinyWorld palette fallback to blank palette/white materials so imports do not look like unpainted 3D prints.
  • GLB/GLTF model stamps must adapt PBR MeshStandardMaterial / MeshPhysicalMaterial into TinyWorld-lit Lambert materials while preserving base-color maps, vertex colors, transparency, emissive maps, skinning, and morph flags. The app has no environment map, so metallic PBR GLBs otherwise render nearly black beside native Lambert objects. Do not blindly preserve occlusion or normal maps on that conversion path: black AO/ORM red channels remove indirect lighting in the glTF spec, and broken/uniform normal maps can dominate lighting. The model-stamp loader samples AO maps and drops black ones, keeps non-color maps linear, and does not copy normal maps into the TinyWorld-lit Lambert material. The scene also includes model-stamp import safety fill lights so converted GLBs are not dependent on the shadow-casting sun alone.
  • Model stamp factories should apply opts.appearance themselves so world rendering, ghost previews, and selection previews share texture/color overrides; avoid applying the same model-stamp appearance again at the board render wrapper.
  • If a custom/model asset should be harvestable in Tinyverse, add explicit object-cell economy metadata (fish, ore, plants, or meat) instead of relying on material names, colors, or visual shape. Keep the visual asset authoring separate from the authoritative economy tag.
  • Native generated ore is a rock prop variant, not a new kind: keep kind: "rock" and use appearance.oreMetal (copper, iron, silver, gold). The built-in rock factories should render ore as natural stone boulders with small embedded beveled metallic cubes, roughly a third of the stone chunks' scale; do not turn the entire rock prop into metal.
  • Wear-and-tear should stay stylized: global grime/desaturation plus small batched chips/scuffs/moss beats realistic noise-heavy shader work.
  • Floating-board depth can reuse existing roof language by inverting a stepped roof form under the board: dark gray shingle-textured slabs, board-footprint width/depth, vertically compressed, and attached below the dirt body. Utility underside dressing should stay toy-like and readable: chunky pipe cylinders, cable trays, clamps, junction boxes, and short dangling cable drops in the existing steel/dark underside palette.
  • Voxel lift/propeller engines use an explicit part palette inside makeVoxelLiftEngine: mottled stone body, pipe-metal steel hubs/shaft, wood crates/blades, and pale plank labels. Keep future engine material tweaks local to that factory so terrain/object materials do not drift globally.
  • Visual richness should come from selective density contrast: keep cliffs, walls, terrain bodies, and island masses chunky, then spend extra detail on roofs, windows, crops, trees, path storytelling, and hero landmarks. Prefer instanced/rule-based surface detail such as wheel ruts, edge roots, tiny signs/crates, and beacon/banners over globally raising voxel resolution.
  • Garden fences are a style of the existing fence kind (appearance.fenceStyle: "garden"), not a separate object kind. They should stay dark timber with a simple vine rail and small warm fruit accents, and still flow through the contiguous fence span renderer for long runs.
  • Lamp and spotlight stamps should read as physical voxel objects first: chunky metal bases/heads with warm emissive glass, plus a blurred haze and a fake ground spill decal. Spotlights point from the fixture outward/down; the light cone should be narrow at the head and wider/softer where it falls on the ground.
  • Blast/shield art direction is locked to the supplied Voxel Blast Shield Core classes, adapted into TinyWorld rather than recreated. Keep the dark damaged metal panels, four rising corner keystones, panel chains extending from the corners, outward blue rune faces, and window.VoxelShield controls intact.
  • The Tower house variant has paired factories: makeStoneTower is the normal faceted/conical design and makeVoxelStoneTower is the voxel counterpart. Keep their silhouettes aligned when changing tower roof, balcony, window, door, or flag details. Castle/turret rendering should stay block-built: makeTurret delegates to the square voxel keep in makeVoxelTurret.
Show full SKILL.md (435 more words)Show less

Model import hygiene

  • Keep assets under models/ and ensure publish.sh copies them to dist/models/.
  • Use the vendored Three.js r185 GLTF stack from vendor/three/tinyworld-three.r185.min.js (GLTFLoader, DRACOLoader, MeshoptDecoder, and KTX2Loader) and configure the loader before loading imported model stamps. Surface remaining unsupported-extension errors instead of silently showing the generic placeholder.
  • After loading:
    1. compute Box3, center model at origin,
    2. scale to target tile/world size,
    3. set cast/receive shadow intentionally,
    4. tag moving subparts in userData,
    5. dispose cloned materials/geometries if removed.
  • Search named nodes before doing geometry surgery. Common names: prop, propeller, blade, rotor, fan, wheel, flap.

Animation rules

  • Animate only transforms and opacity.
  • Respect the existing userData.landing pattern for placed cell objects.
  • For propellers: wrap or find the named prop mesh, spin around its local blade axis every frame, and add a translucent disc for high-RPM readability. For TinyWorld-built lift engines, keep the fan plane centred on the lower shaft mount, prefer a shared dark shader blur/strobe disc, and hide physical blade groups once the spin ramp reaches speed.
  • For rocket/jet flames: prefer chunky pixel/block shader sheets or capped particle pools over many animated micro-meshes. Preserve the toy-like silhouette with a plume that narrows toward the bottom, hard flicker bands, and warm core/outer colours rather than realistic volumetric fire. When replacing an object style, keep the older object factory as an inactive legacy helper instead of deleting it.
  • For aircraft: use shallow easing, pitch with climb/descent slope, and bank during turns. Do not teleport or dive straight down into the board.
  • Small world motion is preferred over heavy renderer tricks: tree asymmetry, crop/wheat/corn/sunflower sway, window glow, smoke, waterfalls, clouds, and engine movement should sell life while keeping object roots in the existing animatedCellObjects/runtime sets.
  • Particle effects should be capped and use cheap cloned MeshBasicMaterial; dispose particle materials when particles die.

Validation checklist

  • Inline script passes: perl -0ne 'print $1 if m#<script>\s*(.*?)\s*</script>#s' tiny-world-builder.html | node --check.
  • ./publish.sh copies any new assets into dist/.
  • Default camera shows the asset at the intended scale.
  • Shadows are visible but not noisy; no huge new shadow casters.
  • Toolbar thumbnail remains readable.
  • No material mutation leaks into other objects.

Procedural cow/sheep animation

  • Built-in cow/sheep meshes are created by makeVoxelAnimal() in engine/world/09b-voxel-build-factories.js and animated by engine/world/70-animal-anim.js.
  • Keep animal body/head/leg pivots live: set userData.noVoxelBatch = true, expose parts under userData.anim, and register with window.__tinyworldRegisterAnimal(g) after rendering.
  • Animal movement is cosmetic only. The grazer moves the rendered group around its home tile; do not mutate world[x][z] or multiplayer harvest/resource state from this animation.
  • When adding new animal poses, use local state inside the 70 module and preserve the __tinyworldAnimalTick(t, dt) hook from the main animation loop.

© 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-lowpoly-stylized-3d of jasonkneen/tiny-world-builder.

Open the folder on GitHubat commit 49e8abd

Compare with similar skills

Tinyworld Lowpoly Stylized 3D 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 Lowpoly Stylized 3D compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
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Threejs 3D Generatorvalkor-ai/loom1.2k1 repos~2.6kAutomated safety check: PassApache-2.0
Threejs 3D Generatorcorosolto/client257—~3.4kAutomated safety check: PassAGPL-3.0
Living BackdropTheOrcDev/skills106—~2.3kAutomated safety check: PassNone
Blender Web Export Pipelinefreshtechbro/claudedesignskills1k—~4.2kAutomated safety check: PassMIT
Pneuma Lucidpandazki/pneuma-skills161—~4.6kAutomated safety check: WarnMIT

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Works with

Questions about Tinyworld Lowpoly Stylized 3D

What does Tinyworld Lowpoly Stylized 3D do?

A skill your agent uses when adding, importing, designing, reviewing, or animating low-poly / stylized 3D assets in Tiny World Builder, including Three.js procedural meshes, GLB/GLTF assets, Poly…. Tinyworld Lowpoly Stylized 3D is an agent skill from jasonkneen/tiny-world-builder.js procedural meshes, GLB/GLTF assets, Poly Pizza models, material palettes, scale/orientation, silhouettes, clouds/planes/crop dusters, and toolbar thumbnails.

When should I use Tinyworld Lowpoly Stylized 3D?

Tinyworld Lowpoly Stylized 3D fits situations like: animating low-poly / stylized 3D assets in Tiny World Builder; including Three.js procedural meshes; GLB/GLTF assets; poly Pizza models.

How do I install Tinyworld Lowpoly Stylized 3D in Claude Code?

Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-lowpoly-stylized-3d -a claude-code`. Or copy the skill folder (.codex/skills/tinyworld-lowpoly-stylized-3d in jasonkneen/tiny-world-builder) into .claude/skills/tinyworld-lowpoly-stylized-3d in your project. Claude Code loads it when a task matches its description.

How do I install Tinyworld Lowpoly Stylized 3D in Codex?

Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-lowpoly-stylized-3d -a codex`. Or copy the skill folder (.codex/skills/tinyworld-lowpoly-stylized-3d in jasonkneen/tiny-world-builder) into .agents/skills/tinyworld-lowpoly-stylized-3d in your project. Codex loads it when a task matches its description.

Can I use Tinyworld Lowpoly Stylized 3D 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-lowpoly-stylized-3d -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-lowpoly-stylized-3d, .gemini/skills/tinyworld-lowpoly-stylized-3d, .github/skills/tinyworld-lowpoly-stylized-3d and .opencode/skills/tinyworld-lowpoly-stylized-3d in your project.

What does Tinyworld Lowpoly Stylized 3D need to run?

Going by SKILL.md and its folder, Tinyworld Lowpoly Stylized 3D needs the command-line tools its instructions call (node).

Does Tinyworld Lowpoly Stylized 3D 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 Lowpoly Stylized 3D 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 Lowpoly Stylized 3D use?

Tinyworld Lowpoly Stylized 3D 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 Lowpoly Stylized 3D use?

About 4k tokens (SKILL.md is roughly 16k 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 Lowpoly Stylized 3D?

Skills that share tags, products or a category with Tinyworld Lowpoly Stylized 3D: Threejs 3D Generator (valkor-ai/loom, 1.2k stars), Threejs 3D Generator (corosolto/client, 257 stars), Living Backdrop (TheOrcDev/skills, 106 stars) and Blender Web Export Pipeline (freshtechbro/claudedesignskills, 1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Tinyworld Lowpoly Stylized 3D?

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.