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 boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board.
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-opacity-torch -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-opacity-torch --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-opacity-torch .claude/skills/tinyworld-opacity-torch && 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-opacity-torch" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-opacity-torch into .claude/skills/tinyworld-opacity-torch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-opacity-torch", 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-opacity-torchType 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-opacity-torch -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-opacity-torch --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-opacity-torch .agents/skills/tinyworld-opacity-torch && 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-opacity-torch" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-opacity-torch into .agents/skills/tinyworld-opacity-torch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-opacity-torch", 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-opacity-torch -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-opacity-torch --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-opacity-torch .cursor/skills/tinyworld-opacity-torch && 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-opacity-torch" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-opacity-torch into .cursor/skills/tinyworld-opacity-torch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-opacity-torch", 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-opacity-torch--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-opacity-torch -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-opacity-torch --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-opacity-torch .gemini/skills/tinyworld-opacity-torch && 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-opacity-torch" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-opacity-torch into .gemini/skills/tinyworld-opacity-torch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-opacity-torch", 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-opacity-torchInstalls 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-opacity-torch -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-opacity-torch .github/skills/tinyworld-opacity-torch && 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-opacity-torch" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-opacity-torch into .github/skills/tinyworld-opacity-torch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-opacity-torch", 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-opacity-torch -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-opacity-torch --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-opacity-torch .opencode/skills/tinyworld-opacity-torch && 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-opacity-torch" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-opacity-torch into .opencode/skills/tinyworld-opacity-torch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-opacity-torch", 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-opacity-torchA skill your agent uses when changing ghost boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board.
Tinyworld Opacity Torch is an agent skill from jasonkneen/tiny-world-builder. Use when changing ghost boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board.
Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`).
It sits in Game Development. The licence is AGPL-3.0.
Read from SKILL.md and the folder at commit a2a1129. 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 Opacity Torch loads about 1.5k tokens when it runs. Until then it costs about 47 tokens; SKILL.md has 816 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 a2a1129, republished under its AGPL-3.0 licence (© jasonkneen). 816 words, ~1,545 tokens.
.claude/skills/tinyworld-opacity-torch/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.The opacity torch is gone. The home board is always fully rendered; Preview cells reveal one-by-one as the camera pans into them, and stay revealed forever after that (a breadcrumb trail behind the user).
Mental model:
GRID, default 8).GRID x GRID region is always at full opacity, full
color, full scale — never fades, never pops.target.x/z (renderVisibleSize wide). Once revealed, the cell is
sticky: root.userData.revealed = true and it stays revealed for
the rest of the session. Its final display opacity is controlled by the
user-facing Preview opacity / floors / objects sliders.Reveal rules:
opacityAtWorldPosition(x, z) returns:1 inside the home GRID square,1 inside the visible window around the camera target,0 otherwise.revealOpacityFor(root) wraps opacityAtWorldPosition and adds
stickiness. Once it sees a positive opacity for a root it sets
userData.revealed = true and returns 1 from then on. Per-frame
update loops (updateGhostRenderBubble, updateHomeBoardFade) call
this instead of opacityAtWorldPosition directly so revealed cells
don't disappear when the camera moves away.updateHomeBoardFade short-circuits in-grid cells to opacity 1 —
they never go through the reveal path.tickOpacityTransitions(dt) eases each root's currentOpacity toward
targetOpacity at rate dt * 20 for a snappy snap-in.0.6 + 0.4 * currentOpacity, so revealed tiles grow from 60 % to
full size in <200 ms. At opacity 1 the scale is exactly 1 — static
home tiles and previously-revealed cells stay untouched.userData.landing (drop-in animator) takes priority — skip the scale
pop while landing.desaturateMaterial() is now a no-op; all Preview / out-of-bounds tiles
render in full color.Interaction rules:
pickTile.userData.gx/gz on their tile/object
roots in a way that lets them be edited.clampTargetToHomeBoard() is no longer called
from the pan paths (panCameraByPixels/panCameraByCells in
02-cameras-lighting.js) or the minimap click-to-go (30-ui-boot-wiring.js),
so the camera target can move anywhere regardless of Autoexpand. The clamp
helper is retained only for the explicit Autoexpand-OFF reset (which recenters
to the home board). Note: with Autoexpand off, panning beyond the home board
shows empty water/sky because maybeEnsureGhostBoardsAroundTarget early-returns
when renderAutoExpand is false — turn Autoexpand on to reveal preview boards.The home board has a thin dark ground-line border (see
buildHomeBorder() in the home board border section) so the user can
always see where the editable region ends, regardless of how much of
the Preview world has been revealed around it.
GRID on first load and whenever
board size changes: small boards can preview farther; large boards keep
neighbour preload distance/window tighter for performance. Users can still
override those settings from Settings → World.isLandscapeMeshActive() engine. If the user leaves terrain/landscape mode,
normal Autoexpand should immediately restore classic Preview ghost boards.renderBudgetForGrid() instead.Validation:
GRID x GRID board never fades and never scale-pops.root.visible = false.pickTile() over a Preview board should still return null.When landscapeMeshMode is active (procedural Canyon landscape style):
GRID size) to present a clean, sliced diorama look.hasUserPanned is set to true, and the landscape clipping radius expands to renderVisibleSize within the 20x20 home-board cap and centers on the camera target. This allows continuous terrain chunks to generate and "paint in" dynamically as the user explores the surrounding landscape, while the 8x8 home grid remains centered and intact.hasUserPanned is reset to false, restoring the clean sliced diorama look centered on 0, 0 until the user starts panning again.pixelState.normalMaterial.clippingPlanes to prevent out-of-bounds clipped mesh segments from rendering outline "ghosts".© 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
SKILL.md and 1 other file in .codex/skills/tinyworld-opacity-torch of jasonkneen/tiny-world-builder.
Open the folder on GitHubat commit a2a1129
Tinyworld Opacity Torch 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 Opacity Torch this skilljasonkneen/tiny-world-builder | 1.6k | — | ~1.5k | 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 |
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Categories
A skill your agent uses when changing ghost boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board. Tinyworld Opacity Torch is an agent skill from jasonkneen/tiny-world-builder. Use when changing ghost boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board.
Tinyworld Opacity Torch fits situations like: changing ghost boards; multiplayer preview boards; ghost visibility; any visibility behavior around the active Tiny World board.
Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-opacity-torch -a claude-code`. Or copy the skill folder (.codex/skills/tinyworld-opacity-torch in jasonkneen/tiny-world-builder) into .claude/skills/tinyworld-opacity-torch in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-opacity-torch -a codex`. Or copy the skill folder (.codex/skills/tinyworld-opacity-torch in jasonkneen/tiny-world-builder) into .agents/skills/tinyworld-opacity-torch 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-opacity-torch -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-opacity-torch, .gemini/skills/tinyworld-opacity-torch, .github/skills/tinyworld-opacity-torch and .opencode/skills/tinyworld-opacity-torch in your project.
SKILL.md names no scripts, command-line tools or credentials: Tinyworld Opacity Torch 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 Opacity Torch 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 1.5k tokens (SKILL.md is roughly 6.2k 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 Opacity Torch: 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 1,590 GitHub stars. The repository holds 29 skills in this directory. The repository was last updated on October 9, 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.