Agent skill

Threejs Visual Systems

by mintdotgg in mintdotgg/mint-threejs-skills

Build and upgrade Three.js visual systems for apps and games using Mint MCP assets, authored geometry, materials, lighting, shaders, VFX, technical art, and measured performance.

MITAuto-check passedGame Development

Install Threejs Visual Systems

skills CLI
$ npx skills add mintdotgg/mint-threejs-skills --skill threejs-visual-systems -a claude-code

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

GitHub CLI
$ gh skill install mintdotgg/mint-threejs-skills threejs-visual-systems --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/mintdotgg/mint-threejs-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/mint-threejs-skills/skills/threejs-visual-systems .claude/skills/threejs-visual-systems && 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
threejs-visual-systems
GitHub stars
114
Token cost
~816 tokens
SKILL.md length
360 words
Files
11 (incl. references, assets)
Skills in repo
9
Repo updated
First seen
Licence
MIT

At a glance

Build and upgrade Three.js visual systems for apps and games using Mint MCP assets, authored geometry, materials, lighting, shaders, VFX, technical art, and measured performance.

  • Works in 9 steps: Capture active screenshots and identify… → Define the shot: intended mood, subject… → Improve the image in order: framing and… → …
  • Tasks that involve 3D graphics and WebGL
  • SKILL.md covers Read By Need, Workflow, Rules and Final Response
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Threejs Visual Systems is an agent skill from mintdotgg/mint-threejs-skills. Build and upgrade Three.js visual systems for apps and games using Mint MCP assets, authored geometry, materials, lighting, shaders, VFX, technical art, and measured performance.

Its SKILL.md is about 820 tokens, which your agent loads only when the skill is triggered. The skill folder holds 13 other files, including reference files and assets (for example `references/game-visual-scorecard.md`, `references/implementation-blueprint.md` and `references/model-recipes.md`).

It sits in Game Development, covering 3D graphics and WebGL and Shaders. It works with Three.js and Model Context Protocol. The repository describes itself as: Agent guidance for building polished Three.js apps and games with Mint MCP. The licence is MIT.

When your agent uses it

  • Tasks that involve 3D graphics and WebGL
  • Tasks that involve Shaders

Example prompts

  • “/threejs-visual-systems”

Workflow steps

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

  1. Capture active screenshots and identify the primary subject, supporting
  2. Define the shot: intended mood, subject scale, lens/FOV, screen occupancy,
  3. Improve the image in order: framing and silhouette, scale and depth,
  4. Plan Mint MCP outputs and procedural systems. Store ordinary artifacts at
  5. Build authored forms, reusable factories, shared materials, detail systems,
  6. Add lighting, shadows, fog, post-processing, and VFX only after the forms and
  7. Inspect the scene with post disabled and expose useful effect, mask, or pass
  8. Measure the worst-case active state and verify desktop/mobile composition.
  9. Apply the general quality gate; games additionally use the game scorecard.

What it can do on your machine

Read from SKILL.md and the folder at commit de7af44. 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

Threejs Visual Systems loads about 816 tokens when it runs, and up to ~16k if it reads all its reference files. Until then it costs about 50 tokens; SKILL.md has 360 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~50
When it runs · the whole SKILL.md, loaded when a task matches
~816
With references · SKILL.md plus every file in references/, read only if the agent opens them
~16k

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 mintdotgg/mint-threejs-skills at commit de7af44, republished under its MIT licence (© mintdotgg). 360 words, ~816 tokens.

Download SKILL.mdSave it as .claude/skills/threejs-visual-systems/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.
name
threejs-visual-systems
description
Build and upgrade Three.js visual systems for apps and games using Mint MCP assets, authored geometry, materials, lighting, shaders, VFX, technical art, and measured performance.

Three.js Visual Systems

Create coherent, readable, performance-aware 3D presentation for general apps and games.

Read By Need

  • Broad visual architecture: references/implementation-blueprint.md.
  • Authored models, silhouettes, variants, props, or environment kits: references/model-recipes.md.
  • Renderer, camera composition, lighting, shadows, fog, materials, or VFX: references/render-recipes.md.
  • Custom shaders, material injection, skies, or post-processing: references/shader-cookbook.md.
  • Imported assets, LOD/instancing, budgets, or mobile tradeoffs: references/technical-art.md.
  • Any high-quality completion claim: references/quality-gates.md.
  • Premium game claims only: references/game-visual-scorecard.md.
  • Generated assets or derivatives: ../../references/mint-mcp-assets.md.

Workflow

  1. Capture active screenshots and identify the primary subject, supporting content, interaction affordances, and weakest visible surfaces.
  2. Define the shot: intended mood, subject scale, lens/FOV, screen occupancy, horizon, design viewing distance, motion, and render budget.
  3. Improve the image in order: framing and silhouette, scale and depth, material identity, lighting hierarchy, atmosphere, then post-processing and VFX. Do not use a later layer to repair an unreadable earlier layer.
  4. Plan Mint MCP outputs and procedural systems. Store ordinary artifacts at stable project paths and record them in the project-root mint-assets.json through ../../references/asset-pipeline.md; record and stream world RAD manifests through ../../references/mint-world-splats.md.
  5. Build authored forms, reusable factories, shared materials, detail systems, and simple interaction or collision proxies.
  6. Add lighting, shadows, fog, post-processing, and VFX only after the forms and state changes read clearly.
  7. Inspect the scene with post disabled and expose useful effect, mask, or pass views while tuning complex systems.
  8. Measure the worst-case active state and verify desktop/mobile composition.
  9. Apply the general quality gate; games additionally use the game scorecard.
Show full SKILL.md (113 more words)Show less

Rules

  • Mint MCP is the only generated-asset pipeline.
  • Primitives are valid construction tools, not a finished visual identity by default.
  • Glow, fog, darkness, and bloom cannot substitute for form, composition, material craft, interaction clarity, or UI.
  • When asked to make a scene beautiful, diagnose the first weak layer in the visual order instead of adding effects indiscriminately.
  • Repeated geometry should share resources or use instancing where practical.
  • Effects must preserve the primary subject and interaction affordances.
  • Presentation transforms must not corrupt canonical imported asset transforms.

Final Response

Report visual changes, Mint links and integrated paths, screenshots, technical-art budget, renderer diagnostics, quality-gate result, interaction readability, and remaining blockers. Games also report the game scorecard.

© mintdotgg, MIT. 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 10 other files (references, assets) in skills/mint-threejs-skills/skills/threejs-visual-systems of mintdotgg/mint-threejs-skills.

  • SKILL.md
  • assets/game-scorecard-anchors/scene-1.jpg
  • assets/game-scorecard-anchors/scene-2.jpg
  • assets/game-scorecard-anchors/scene-3.jpg
  • references/game-visual-scorecard.md
  • references/implementation-blueprint.md
  • references/model-recipes.md
  • references/quality-gates.md
  • references/render-recipes.md
  • references/shader-cookbook.md
  • references/technical-art.md

Open the folder on GitHubat commit de7af44

Compare with similar skills

Threejs Visual Systems 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.

Threejs Visual Systems compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Threejs Visual Systems this skillmintdotgg/mint-threejs-skills114—~816Automated safety check: PassMIT
New ExperimentTresjs/tres3.8k—~782Automated safety check: PassMIT
Octocode Mannequinbgauryy/octocode949—~1.2kAutomated safety check: PassMIT
Shader Extractcth9191/site-clone133—~1.4kAutomated safety check: PassMIT
Typegpusoftware-mansion-labs/skills2912 repos~5.6kAutomated safety check: PassNone
Tslpmndrs/glyph393—~1.5kAutomated safety check: PassMIT

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Questions about Threejs Visual Systems

What does Threejs Visual Systems do?

Build and upgrade Three.js visual systems for apps and games using Mint MCP assets, authored geometry, materials, lighting, shaders, VFX, technical art, and measured performance. Threejs Visual Systems is an agent skill from mintdotgg/mint-threejs-skills.js visual systems for apps and games using Mint MCP assets, authored geometry, materials, lighting, shaders, VFX, technical art, and measured performance.

When should I use Threejs Visual Systems?

Threejs Visual Systems fits situations like: tasks that involve 3D graphics and WebGL; tasks that involve Shaders.

How do I install Threejs Visual Systems in Claude Code?

Run `npx skills add mintdotgg/mint-threejs-skills --skill threejs-visual-systems -a claude-code`. Or copy the skill folder (skills/mint-threejs-skills/skills/threejs-visual-systems in mintdotgg/mint-threejs-skills) into .claude/skills/threejs-visual-systems in your project. Claude Code loads it when a task matches its description.

How do I install Threejs Visual Systems in Codex?

Run `npx skills add mintdotgg/mint-threejs-skills --skill threejs-visual-systems -a codex`. Or copy the skill folder (skills/mint-threejs-skills/skills/threejs-visual-systems in mintdotgg/mint-threejs-skills) into .agents/skills/threejs-visual-systems in your project. Codex loads it when a task matches its description.

Can I use Threejs Visual Systems 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 mintdotgg/mint-threejs-skills --skill threejs-visual-systems -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/threejs-visual-systems, .gemini/skills/threejs-visual-systems, .github/skills/threejs-visual-systems and .opencode/skills/threejs-visual-systems in your project.

What does Threejs Visual Systems need to run?

SKILL.md names no scripts, command-line tools or credentials: Threejs Visual Systems is instructions for the agent only.

Does Threejs Visual Systems 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 Threejs Visual Systems 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 Threejs Visual Systems use?

Threejs Visual Systems is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Threejs Visual Systems use?

About 816 tokens (SKILL.md is roughly 3.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 15k tokens, read only when the agent opens those files.

What are the alternatives to Threejs Visual Systems?

Skills that share tags, products or a category with Threejs Visual Systems: New Experiment (Tresjs/tres, 3.8k stars), Octocode Mannequin (bgauryy/octocode, 949 stars), Shader Extract (cth9191/site-clone, 133 stars) and Typegpu (software-mansion-labs/skills, 291 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Threejs Visual Systems?

mintdotgg (a GitHub organization) maintains it in mintdotgg/mint-threejs-skills, which has 114 GitHub stars. The repository holds 9 skills in this directory. The repository was last updated on August 1, 2026.

Source: mintdotgg/mint-threejs-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.