Threejs 3D Generator
valkor-ai/loom
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API.
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…
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-lowpoly-stylized-3d -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-lowpoly-stylized-3d --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-lowpoly-stylized-3d .claude/skills/tinyworld-lowpoly-stylized-3d && 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-lowpoly-stylized-3d" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-lowpoly-stylized-3d into .claude/skills/tinyworld-lowpoly-stylized-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-lowpoly-stylized-3d", 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-lowpoly-stylized-3dType 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-lowpoly-stylized-3d -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-lowpoly-stylized-3d --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-lowpoly-stylized-3d .agents/skills/tinyworld-lowpoly-stylized-3d && 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-lowpoly-stylized-3d" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-lowpoly-stylized-3d into .agents/skills/tinyworld-lowpoly-stylized-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-lowpoly-stylized-3d", 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-lowpoly-stylized-3d -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-lowpoly-stylized-3d --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-lowpoly-stylized-3d .cursor/skills/tinyworld-lowpoly-stylized-3d && 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-lowpoly-stylized-3d" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-lowpoly-stylized-3d into .cursor/skills/tinyworld-lowpoly-stylized-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-lowpoly-stylized-3d", 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-lowpoly-stylized-3d--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-lowpoly-stylized-3d -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-lowpoly-stylized-3d --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-lowpoly-stylized-3d .gemini/skills/tinyworld-lowpoly-stylized-3d && 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-lowpoly-stylized-3d" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-lowpoly-stylized-3d into .gemini/skills/tinyworld-lowpoly-stylized-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-lowpoly-stylized-3d", 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-lowpoly-stylized-3dInstalls 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-lowpoly-stylized-3d -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-lowpoly-stylized-3d .github/skills/tinyworld-lowpoly-stylized-3d && 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-lowpoly-stylized-3d" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-lowpoly-stylized-3d into .github/skills/tinyworld-lowpoly-stylized-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-lowpoly-stylized-3d", 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-lowpoly-stylized-3d -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-lowpoly-stylized-3d --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-lowpoly-stylized-3d .opencode/skills/tinyworld-lowpoly-stylized-3d && 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-lowpoly-stylized-3d" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-lowpoly-stylized-3d into .opencode/skills/tinyworld-lowpoly-stylized-3d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-lowpoly-stylized-3d", 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-lowpoly-stylized-3dA 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. 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.
5 steps, taken from the first numbered list in SKILL.md.
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.
Shell commands in SKILL.md call:
nodeFrom 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 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.
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). 2,033 words, ~3,961 tokens.
.claude/skills/tinyworld-lowpoly-stylized-3d/SKILL.md (or your agent's skills folder).Use this together with:
.codex/skills/tinyworld-single-file/SKILL.md for single-file constraints..codex/skills/tinyworld-render-performance/SKILL.md for GPU/shadow/renderer limits..agents/skills/3d-modeling/SKILL.md for topology, UV, export, LOD, and GLB hygiene..agents/skills/poly-pizza-api/SKILL.md when sourcing low-poly models from Poly Pizza..agents/skills/lightweight-3d-effects/SKILL.md when adding decorative lightweight 3D effects.THREE.MeshLambertMaterial colors should remain the default for built-in objects.1 x 1 world unit.Box3 bounds, then apply a target span.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.userData.sharedAvatarAsset so
the avatar dispose path does not dispose shared assets while removing one
avatar instance.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.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.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.customParts can express the model
directly.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.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.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.twSetTextureSRGB(texture) / texture.colorSpace = THREE.SRGBColorSpace and check flipY for GLTF compatibility.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.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.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.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.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.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.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.window.VoxelShield controls intact.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.models/ and ensure publish.sh copies them to dist/models/.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.Box3, center model at origin,userData,prop, propeller, blade, rotor, fan, wheel, flap.userData.landing pattern for placed cell objects.animatedCellObjects/runtime sets.MeshBasicMaterial; dispose particle materials when particles die.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/.makeVoxelAnimal() in engine/world/09b-voxel-build-factories.js and animated by engine/world/70-animal-anim.js.userData.noVoxelBatch = true, expose parts under userData.anim, and register with window.__tinyworldRegisterAnimal(g) after rendering.world[x][z] or multiplayer harvest/resource state from this animation.__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
Just SKILL.md in .codex/skills/tinyworld-lowpoly-stylized-3d of jasonkneen/tiny-world-builder.
Open the folder on GitHubat commit 49e8abd
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Tinyworld Lowpoly Stylized 3D this skilljasonkneen/tiny-world-builder | 1.6k | — | ~4k | Automated safety check: Pass | AGPL-3.0 | |
| Threejs 3D Generatorvalkor-ai/loom | 1.2k | 1 repos | ~2.6k | Automated safety check: Pass | Apache-2.0 | |
| Threejs 3D Generatorcorosolto/client | 257 | — | ~3.4k | Automated safety check: Pass | AGPL-3.0 | |
| Living BackdropTheOrcDev/skills | 106 | — | ~2.3k | Automated safety check: Pass | None | |
| Blender Web Export Pipelinefreshtechbro/claudedesignskills | 1k | — | ~4.2k | Automated safety check: Pass | MIT | |
| Pneuma Lucidpandazki/pneuma-skills | 161 | — | ~4.6k | Automated safety check: Warn | MIT |
valkor-ai/loom
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API.
corosolto/client
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games using the Tripo API.
TheOrcDev/skills
Turn one still image into a living web backdrop - depth parallax that follows the pointer, a subject that breathes, and ambient wind, cloud drift, light and dust, in a single WebGL shader with a…
freshtechbro/claudedesignskills
Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.
pandazki/pneuma-skills
Pneuma Lucid Mode workspace guidelines. An agent skill from pandazki/pneuma-skills.
hexianWeb/Third-Person-MC
Loads and manages 3D assets via the Resources system. An agent skill from hexianWeb/Third-Person-MC.
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
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…
Works with
Categories
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.
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.
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.
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.
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.
Going by SKILL.md and its folder, Tinyworld Lowpoly Stylized 3D needs the command-line tools its instructions call (node).
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 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.
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.
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.
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.