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 adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like…
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-tile-variation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-tile-variation --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-tile-variation .claude/skills/tinyworld-tile-variation && 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-tile-variation" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-tile-variation into .claude/skills/tinyworld-tile-variation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-tile-variation", 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-tile-variationType 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-tile-variation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-tile-variation --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-tile-variation .agents/skills/tinyworld-tile-variation && 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-tile-variation" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-tile-variation into .agents/skills/tinyworld-tile-variation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-tile-variation", 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-tile-variation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-tile-variation --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-tile-variation .cursor/skills/tinyworld-tile-variation && 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-tile-variation" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-tile-variation into .cursor/skills/tinyworld-tile-variation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-tile-variation", 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-tile-variation--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-tile-variation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-tile-variation --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-tile-variation .gemini/skills/tinyworld-tile-variation && 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-tile-variation" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-tile-variation into .gemini/skills/tinyworld-tile-variation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-tile-variation", 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-tile-variationInstalls 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-tile-variation -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-tile-variation .github/skills/tinyworld-tile-variation && 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-tile-variation" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-tile-variation into .github/skills/tinyworld-tile-variation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-tile-variation", 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-tile-variation -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-tile-variation --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-tile-variation .opencode/skills/tinyworld-tile-variation && 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-tile-variation" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-tile-variation into .opencode/skills/tinyworld-tile-variation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-tile-variation", 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-tile-variationA skill your agent uses when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like…
Tinyworld Tile Variation is an agent skill from jasonkneen/tiny-world-builder. Use when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like height/detail growth.
Its SKILL.md is about 2.4k 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.
2 steps, taken from the first numbered list in SKILL.md.
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 Tile Variation loads about 2.4k tokens when it runs. Until then it costs about 54 tokens; SKILL.md has 1,271 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). 1,271 words, ~2,366 tokens.
.claude/skills/tinyworld-tile-variation/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Use separate terrain and object layers:
terrainFloors: ground height only.floors: object/building intensity only.Expected behavior:
floors up to MAX_FLOORS.terrainFloors.terrainRiseAt.kind unless a schema change is explicitly requested.textures/terrain-variants/ and are regenerated by
tools/slice-terrain-variants.mjs from
textures/terrain-variants/source/tw.png. Keep crop changes in the slicer
manifest so the source sheet, crop coordinates, and runtime texture keys stay
reviewable. Runtime terrain mixing is render-only: terrainSheetVariantMaterial()
chooses a deterministic per-cell texture variant from x,z and does not add
saved world fields. Do not stretch one crop over a whole board cell; repeat
authored crops at voxel scale (typically 4x4 for grass/dirt/water, 2x2 for
path/stone/wood) so the texture reads as surface material, not a big tile
sprite.terrainVisualRiseForCell; water sits one top-cap height lower via WATER_SURFACE_DROP = TOP_H while its rim/shore strips stay at the tile edge, and dirt can sit slightly raised through the same terrainSurfaceOffset path. Do not store these visual offsets in terrainFloors or saved world data.sameTerrainEdgeFamily for path/stone joins so continuous paths, roads, and plazas do not get brick strips across the travelled surface.topY after terrainSurfaceOffset), not from the tile rim height.Fence levels:
1: normal wood fence.2: taller wood fence.3: wire fence.4: stone/rock wall.5+: steel wall.Implementation guardrails:
floors. Per-cell visual-only overrides may use appearance when the user explicitly needs immediate editable colours (e.g. tower bodyColor / topColor).kind.cell.extras as { kind: 'fence', fenceSide: 'n|e|s|w' }, so a square can
have 0-4 fenced sides while keeping its terrain/object identity. Legacy
primary kind: 'fence' cells may still render, but do not make them the new
authoring path.appearance.fenceStyle: 'gate' edge with taller posts and a
red marker, facing a path. The gate hinge line belongs on the fenced cell
border; only the open leaves swing inward. Crop and animal components stay
separate; shared crop/animal boundaries should be fenced, not treated as
gates. Do not let
ordinary farm enclosures automatically score as a Defensive Ring; that trait
belongs to edge, stone/high-ground, watchtower, or spotlight security context.
Do not emit empty/random fence-only cells as field scatter or generic defense;
fence extras should belong to the enclosed crop/animal cell unless the user is
manually authoring a fence.+z; random-island towers
should set transform.rotationY so that face points inward toward the island
center/core rather than adding a separate saved door-side field.addEnhancementBits double-scale a kind that now handles its own levels internally.floors to raise ground. Old saves may overload floors; migrate object cells to terrainFloors: 1.Validation:
terrainFloors unchanged and alter only the object.setCell when the renderer supports the property; do not fake direct controls by only writing prompts.path or water must preserve that terrain and render on an underpass/stilt base; do not coerce those tiles back to grass.kind: 'house' cells with no buildingType.
Forced variants such as manor, tower, turret, and skyscraper are
visual cluster boundaries; do not let linear/composite/square cluster
detection traverse through them, or the merged house mesh can overlap the
separate forced-variant mesh.The board can render terrain in two main visual styling modes:
renderVoxelTerrain is false, the ground renders as smooth flat-shaded panels.renderVoxelTerrain is true, the terrain is subdivided and rendered as voxel columns based on the resolution in renderTerrainVoxelResolution (e.g., '4', '6', '8', '12', or 'mixed').The Generate Modal includes a "Terrain style" selector that maps these options to global rendering variables and persists them before generating the world, allowing the user to easily switch and view the generated world in their preferred style.
When useLandscapeEngine is true (the world data is generated from or compatible with the LandscapeEngine seed), the engine can render in two visual modes, toggleable via the "Continuous landscape mesh" setting:
landscapeMeshMode = true): The normal tile grid is hidden, and the high-fidelity continuous terrain mesh is rendered. Ray picking, objects, vehicles, and crowd sprites sit on the mesh using landscapeHeightAtCell(globalX, globalZ).landscapeMeshMode = false): The terrain is rendered as standard discrete tiles (low-poly panels or voxel columns). To match the continuous mesh, vertical heights are scaled up: terrainRiseForLevel(level) returns (level - 1) * 1.12 units per floor (matching the mesa levels of the LandscapeEngine) instead of the standard 0.20. Object placement is not flattened (flattening guards are skipped when useLandscapeEngine is true), allowing all trees, houses, fences, and roads to render at their correct three-dimensional canyon elevations.Fences and houses must not change automatically based on neighbours.
CASTLE_AUTO_PROMOTION = false in 16-drop-anim-adjacency.js gates
isTurretHouse() and isCastleFence() (both early-return false), so:
makeFence(side, level).Unaffected: the explicit Castle house variant (buildingType: 'turret'
-> makeTurret) and fence levels (1-2 wood, 3 wire, 4 stone wall,
5+ steel boundary) which come from makeFence, not the castle path. To
re-enable the old auto-castle behaviour, flip the flag to true.
© 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-tile-variation of jasonkneen/tiny-world-builder.
Open the folder on GitHubat commit a2a1129
Tinyworld Tile Variation 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 Tile Variation this skilljasonkneen/tiny-world-builder | 1.6k | — | ~2.4k | 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
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…
Categories
A skill your agent uses when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like…. Tinyworld Tile Variation is an agent skill from jasonkneen/tiny-world-builder. Use when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like height/detail growth.
Tinyworld Tile Variation fits situations like: changing Tiny World Builder tile/object repeat-click behavior; terrain stacking; floors/intensity; monument Valley-like height/detail growth.
Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-tile-variation -a claude-code`. Or copy the skill folder (.codex/skills/tinyworld-tile-variation in jasonkneen/tiny-world-builder) into .claude/skills/tinyworld-tile-variation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-tile-variation -a codex`. Or copy the skill folder (.codex/skills/tinyworld-tile-variation in jasonkneen/tiny-world-builder) into .agents/skills/tinyworld-tile-variation 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-tile-variation -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-tile-variation, .gemini/skills/tinyworld-tile-variation, .github/skills/tinyworld-tile-variation and .opencode/skills/tinyworld-tile-variation in your project.
SKILL.md names no scripts, command-line tools or credentials: Tinyworld Tile Variation 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 Tile Variation 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 2.4k tokens (SKILL.md is roughly 9.5k 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 Tile Variation: 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.