Agent skill

Tinyworld Opacity Torch

by jasonkneen in jasonkneen/tiny-world-builder

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.

AGPL-3.0Auto-check passedGame Development

Install Tinyworld Opacity Torch

skills CLI
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-opacity-torch -a claude-code

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

GitHub CLI
$ gh skill install jasonkneen/tiny-world-builder tinyworld-opacity-torch --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-opacity-torch .claude/skills/tinyworld-opacity-torch && 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-opacity-torch
GitHub stars
1.6k
Token cost
~1.5k tokens
SKILL.md length
816 words
Files
2
Skills in repo
29
Repo updated
First seen
Licence
AGPL-3.0

At a glance

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.

  • Changing ghost boards
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Multiplayer preview boards
  • Ghost visibility

What it does

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.

When your agent uses it

  • Changing ghost boards
  • Multiplayer preview boards
  • Ghost visibility
  • Any visibility behavior around the active Tiny World board

Example prompts

  • “/tinyworld-opacity-torch”

What it can do on your machine

Read from SKILL.md and the folder at commit a2a1129. 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

    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.

  • 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 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.

Always · name and description, kept in context so the agent knows when to use it
~47
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k

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 a2a1129, republished under its AGPL-3.0 licence (© jasonkneen). 816 words, ~1,545 tokens.

Download SKILL.mdSave it as .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.
name
tinyworld-opacity-torch
description
Use when changing ghost boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board.

Tiny World Visibility — Sticky Preview Reveal

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:

  • Every user has one editable home board (size GRID, default 8).
  • The home GRID x GRID region is always at full opacity, full color, full scale — never fades, never pops.
  • Preview boards surround the home board and preview other users' content.
  • Nothing is rendered in grayscale — all tiles use their full color.
  • A Preview cell is hidden until it enters the visible square around 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.
  • During the transition, root scale follows 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:

  • Left-click edits only the central home board through pickTile.
  • Preview board meshes must not set userData.gx/gz on their tile/object roots in a way that lets them be edited.
  • Right-drag pans. Space+drag pans. Left-drag orbits.
  • Panning is unrestricted: 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.

  • Preview distance/window auto-scale from 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.
  • Landscape-mode ghost-board suppression must be scoped to an actually active isLandscapeMeshActive() engine. If the user leaves terrain/landscape mode, normal Autoexpand should immediately restore classic Preview ghost boards.
  • Preview objects must always stay full-fidelity. Do not render ghost-board houses/trees/crops/rocks/animals as cheap proxy boxes, cones, or pyramids at any zoom level. If a grid size is too expensive for full Preview boards, reduce/disable preview rings through renderBudgetForGrid() instead.
Show full SKILL.md (265 more words)Show less

Validation:

  • The home GRID x GRID board never fades and never scale-pops.
  • Panning forward should reveal new Preview pieces one cell at a time with a tiny scale-up pop.
  • Panning back over previously-revealed territory should keep that territory at full opacity (no re-fade, no re-pop).
  • Out-of-range cells the camera has never seen should be root.visible = false.
  • No tile should appear washed-out / desaturated.
  • pickTile() over a Preview board should still return null.
  • Home board outline should remain visible at every grid size (8 / 12 / 16 / 20).

Continuous Landscape Mode Visibility & Panning

When landscapeMeshMode is active (procedural Canyon landscape style):

  • Clipped Diorama: If the user has not panned the camera yet, the landscape is clipped strictly to the home board (GRID size) to present a clean, sliced diorama look.
  • Dynamic Panning: Unlike standard mode (which clamps camera panning to the home board), landscape mode allows the camera to pan freely.
  • Dynamic Clip Bounds: On the first camera pan, 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.
  • Reset to Diorama: When a new scene is generated, loaded, or reset, hasUserPanned is reset to false, restoring the clean sliced diorama look centered on 0, 0 until the user starts panning again.
  • Pixel Outline Clipping: During normal/depth outline passes, the active clipping planes are copied to 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

Files

SKILL.md and 1 other file in .codex/skills/tinyworld-opacity-torch of jasonkneen/tiny-world-builder.

  • SKILL.md
  • agents/openai.yaml

Open the folder on GitHubat commit a2a1129

Compare with similar skills

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.

Tinyworld Opacity Torch compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Tinyworld Opacity Torch this skilljasonkneen/tiny-world-builder1.6k—~1.5kAutomated safety check: PassAGPL-3.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Tinyworld Opacity Torch

What does Tinyworld Opacity Torch do?

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.

When should I use Tinyworld Opacity Torch?

Tinyworld Opacity Torch fits situations like: changing ghost boards; multiplayer preview boards; ghost visibility; any visibility behavior around the active Tiny World board.

How do I install Tinyworld Opacity Torch in Claude Code?

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.

How do I install Tinyworld Opacity Torch in Codex?

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.

Can I use Tinyworld Opacity Torch 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-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.

What does Tinyworld Opacity Torch need to run?

SKILL.md names no scripts, command-line tools or credentials: Tinyworld Opacity Torch is instructions for the agent only.

Does Tinyworld Opacity Torch 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 Opacity Torch 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 Opacity Torch use?

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.

How many tokens does Tinyworld Opacity Torch use?

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.

What are the alternatives to Tinyworld Opacity Torch?

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.

Who maintains Tinyworld Opacity Torch?

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.