Game Assets
glifxyz/glif-mcp-server
Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item…
Build, extend, or audit production-linked browser map editors for Three.js and isometric games.
$ npx skills add nirholas/three.ws --skill build-game-map-editor -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nirholas/three.ws build-game-map-editor --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/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor .claude/skills/build-game-map-editor && 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 "build-game-map-editor" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor into .claude/skills/build-game-map-editor/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game-map-editor", 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/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editorType 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 nirholas/three.ws --skill build-game-map-editor -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nirholas/three.ws build-game-map-editor --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .agents/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor .agents/skills/build-game-map-editor && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "build-game-map-editor" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor into .agents/skills/build-game-map-editor/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game-map-editor", 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 nirholas/three.ws --skill build-game-map-editor -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nirholas/three.ws build-game-map-editor --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor .cursor/skills/build-game-map-editor && 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 "build-game-map-editor" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor into .cursor/skills/build-game-map-editor/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game-map-editor", 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/nirholas/three.ws.git --path third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor--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 nirholas/three.ws --skill build-game-map-editor -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nirholas/three.ws build-game-map-editor --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor .gemini/skills/build-game-map-editor && 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 "build-game-map-editor" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor into .gemini/skills/build-game-map-editor/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game-map-editor", 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 nirholas/three.ws build-game-map-editorInstalls 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 nirholas/three.ws --skill build-game-map-editor -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .github/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor .github/skills/build-game-map-editor && 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 "build-game-map-editor" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor into .github/skills/build-game-map-editor/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game-map-editor", 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 nirholas/three.ws --skill build-game-map-editor -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install nirholas/three.ws build-game-map-editor --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor .opencode/skills/build-game-map-editor && 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 "build-game-map-editor" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor into .opencode/skills/build-game-map-editor/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game-map-editor", 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.
build-game-map-editorBuild, extend, or audit production-linked browser map editors for Three.js and isometric games.
Build Game Map Editor is an agent skill from nirholas/three.ws. Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay data.
Its SKILL.md is about 2.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `agents/openai.yaml` and `references/vesperfall-implementation.md`).
It sits in Game Development, covering 3D graphics and WebGL and Game development. It works with Three.js. The repository describes itself as: Open-source platform for 3D AI agents. Turn text or a photo into a rigged, animated GLB avatar, give it an LLM brain, memory and a wallet, and embed it anywhere with one web… The licence is Apache-2.0.
6 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit ddf6e49. 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.
Build Game Map Editor loads about 2.3k tokens when it runs, and up to ~4k if it reads all its reference files. Until then it costs about 135 tokens; SKILL.md has 1,178 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 nirholas/three.ws at commit ddf6e49, republished under its Apache-2.0 licence (© nirholas). 1,178 words, ~2,285 tokens.
.claude/skills/build-game-map-editor/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Build a paused director tool around the real game world. Let designers inspect and draft placements quickly while keeping production data, gameplay saves, and release integration explicit.
Inspect the repository before designing the editor:
Do not create an independent map source of truth. Derive the initial editor document from production definitions through adapters. Keep stable source IDs so every draft value can be traced back to authored code.
State the lifecycle in the UI and implementation:
production source -> editor document -> isolated draft -> validated export -> reviewed source integration
Treat export as a proposal. Do not claim that a draft changes gameplay until a separate integration updates authoritative source, passes gameplay tests, is committed, and is released.
Use a small serializable document instead of storing Three.js objects or React state.
Include:
id, sourceId, kind, label, zone, position, facing, and typed settings;Keep editor position data on the gameplay plane. For a flat-world game, use { x, y: 0, z } and reject nonzero Y rather than silently flattening imported data.
Validate at every import and integration boundary:
Keep detailed game-specific adapters and limits outside the reusable editor component.
Reuse the production world builder in a deliberate director or preview mode. Do not run combat, progression, persistence, enemy simulation, or live save mutations inside the editor.
Keep visual layers independent from editor data. Layer visibility may hide roots and overlays, but it must not delete or rewrite entities.
Provide:
F shortcut to frame the map;Focus the selected point and zoom in enough to identify it. Never zoom out when focusing an entity the user is already viewing closely. Cancel focus animation when the user starts manual camera input.
Keep pointer gestures atomic:
Show identity, canonical asset path, source ID, zone, position, facing, and source settings for every entity.
For enemies, expose only settings that have a clear gameplay contract:
Draw facing, aggro, leash, patrol-area, and waypoint overlays in world space. Keep overlay colors and legend labels consistent.
Make source-owned settings read-only unless the editor has a validated write-back path. Do not turn arbitrary runtime state into editable JSON.
Use immutable document snapshots and a bounded history.
Draft only or equivalent status persistently.If collaborative editing, server persistence, or source write-back is requested later, design it as a separate authenticated workflow with conflict handling, audit history, and explicit publish approval.
Treat a private URL as insufficient protection.
noindex, nofollow.Test missing configuration, denied IP, wrong password, valid token, wrong IP, wrong secret, expiration, and logout.
Read the exported document as a diff keyed by stable source ID.
Never copy a draft wholesale into production without understanding which system owns each field.
Add deterministic tests for:
Then run targeted tests, full tests, build, lint, and diff checks. In the approved browser, verify unauthorized and authorized states, outliner and layer behavior, selection and focusing, drag and snap, inspector edits, overlays, undo and redo, local restore, import and export rejection paths, reset confirmation, logout, desktop layout, mobile or narrow layout if supported, console health, and renderer cleanup.
Read references/vesperfall-implementation.md when working in Vesperfall or when a concrete production implementation map is useful.
© nirholas, Apache-2.0. 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 2 other files (references) in third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor of nirholas/three.ws.
Open the folder on GitHubat commit ddf6e49
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in nirholas/three.ws, which our catalogue first saw on October 7, 2026.
Build Game Map Editor 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 |
|---|---|---|---|---|---|---|
| Build Game Map Editor this skillnirholas/three.ws | 227 | 1 repos | ~2.3k | Automated safety check: Pass | Apache-2.0 | |
| Game Assetsglifxyz/glif-mcp-server | 212 | — | ~831 | Automated safety check: Pass | MIT | |
| Substance 3D Texturingfreshtechbro/claudedesignskills | 994 | — | ~4k | Automated safety check: Pass | MIT | |
| Engine Selectionsickn33/agentic-awesome-skills | 47k | 1 repos | ~1.2k | Automated safety check: Pass | MIT | |
| Game Developmentsickn33/agentic-awesome-skills | 47k | 1 repos | ~1.3k | Automated safety check: Pass | MIT | |
| Web Gamessickn33/agentic-awesome-skills | 47k | 1 repos | ~1.1k | Automated safety check: Pass | MIT |
glifxyz/glif-mcp-server
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Works with
Categories
Build, extend, or audit production-linked browser map editors for Three.js and isometric games. ws.js and isometric games.
Build Game Map Editor fits situations like: Codex needs to create a private director view; derive a versioned editor document from authored placements; camera controls; expose enemy aggro.
Run `npx skills add nirholas/three.ws --skill build-game-map-editor -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor in nirholas/three.ws) into .claude/skills/build-game-map-editor in your project. Claude Code loads it when a task matches its description.
Run `npx skills add nirholas/three.ws --skill build-game-map-editor -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-game-map-editor in nirholas/three.ws) into .agents/skills/build-game-map-editor 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 nirholas/three.ws --skill build-game-map-editor -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/build-game-map-editor, .gemini/skills/build-game-map-editor, .github/skills/build-game-map-editor and .opencode/skills/build-game-map-editor in your project.
SKILL.md names no scripts, command-line tools or credentials: Build Game Map Editor 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.
Build Game Map Editor is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.3k tokens (SKILL.md is roughly 9.1k 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 1.7k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Build Game Map Editor: Game Assets (glifxyz/glif-mcp-server, 212 stars), Substance 3D Texturing (freshtechbro/claudedesignskills, 994 stars), Engine Selection (sickn33/agentic-awesome-skills, 47k stars) and Game Development (sickn33/agentic-awesome-skills, 47k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 227 GitHub stars. The repository holds 92 skills in this directory. The repository was last updated on October 8, 2026.
Source: nirholas/three.ws on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.