Agent skill

Build Game Map Editor

by nirholas in nirholas/three.ws

Build, extend, or audit production-linked browser map editors for Three.js and isometric games.

Apache-2.0Auto-check passedGame Development

Install Build Game Map Editor

skills CLI
$ npx skills add nirholas/three.ws --skill build-game-map-editor -a claude-code

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

GitHub CLI
$ gh skill install nirholas/three.ws build-game-map-editor --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/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-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
build-game-map-editor
GitHub stars
227
Used in
1 other repo
Token cost
~2.3k tokens
SKILL.md length
1,178 words
Files
3 (incl. references)
Skills in repo
92
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build, extend, or audit production-linked browser map editors for Three.js and isometric games.

  • Works in 6 steps: Validate schema, version, manifest,… → Compare every changed field against… → Map approved changes back to the… → …
  • Codex needs to create a private director view
  • SKILL.md covers Establish the authority boundary, Define a versioned editor…, Render a paused director scene and Make navigation and selection…, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • Codex needs to create a private director view
  • Derive a versioned editor document from authored placements
  • Camera controls
  • Expose enemy aggro

Example prompts

  • “/build-game-map-editor”

Workflow steps

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

  1. Validate schema, version, manifest, bounds, flat-plane rules, and per-kind settings.
  2. Compare every changed field against production definitions.
  3. Map approved changes back to the smallest authoritative source modules.
  4. Run level, navigation, collision, enemy, persistence, and editor coverage tests.
  5. Play the affected routes and encounters in the repository-approved browser.
  6. Commit and release through the repository's normal path.

What it can do on your machine

Read from SKILL.md and the folder at commit ddf6e49. 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

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.

Always · name and description, kept in context so the agent knows when to use it
~135
When it runs · the whole SKILL.md, loaded when a task matches
~2.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4k

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 nirholas/three.ws at commit ddf6e49, republished under its Apache-2.0 licence (© nirholas). 1,178 words, ~2,285 tokens.

Download SKILL.mdSave it as .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.
name
build-game-map-editor
description
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.

Build Game Map Editor

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.

Establish the authority boundary

Inspect the repository before designing the editor:

  • Locate authoritative world, zone, encounter, spawn, pickup, gate, interactable, and enemy-AI definitions.
  • Locate the production world builder and reusable runtime assets.
  • Locate collision, navigation, flat-plane, persistence, and deployment contracts.
  • Identify the repository-approved browser, tests, release path, and access-control requirements.

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.

Define a versioned editor document

Use a small serializable document instead of storing Three.js objects or React state.

Include:

  • a fixed schema identifier and document version;
  • a world or level version;
  • a save timestamp;
  • stable entity id, sourceId, kind, label, zone, position, facing, and typed settings;
  • explicit entity kinds such as enemy, player spawn, pickup, interactable, and gate.

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:

  • require the exact schema and supported version;
  • cap document size, file size, entity count, coordinates, and setting ranges;
  • reject duplicate IDs, non-finite values, unknown kinds, invalid bounds, and malformed nested settings;
  • require the imported entity manifest to match the current production manifest unless entity creation or deletion is an explicit feature;
  • preserve source IDs and zone ownership through edits.

Keep detailed game-specific adapters and limits outside the reusable editor component.

Render a paused director scene

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.

  • Prefer an orthographic top-down camera for isometric or flat-world placement.
  • Render production geometry, canonical entity visuals, and canonical icons when available.
  • Add simple fallbacks when heavy assets fail, but label them as fallbacks.
  • Give each entity one root group, a visible marker, an icon or reference sprite, and a separate invisible selection proxy.
  • Raycast proxies for reliable selection and raycast a fixed ground plane for dragging.
  • Apply transform edits to X, Z, and facing while keeping Y locked.
  • Dispose geometries, materials, textures, renderers, animation frames, observers, and event listeners on teardown.

Keep visual layers independent from editor data. Layer visibility may hide roots and overlays, but it must not delete or rewrite entities.

Make navigation and selection predictable

Provide:

  • click-to-select and select-to-focus;
  • outliner search by label, source ID, and zone;
  • kind layers with visible object counts;
  • fit-all and fit-zone actions;
  • wheel zoom with project-specific limits;
  • middle-, right-, or Space-drag pan;
  • an F shortcut to frame the map;
  • reduced-motion-aware camera focus.

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:

  • capture the pointer during drag or pan;
  • preserve the entity-to-pointer offset;
  • snap X and Z using the selected increment;
  • update the draft during drag;
  • create one undo entry when the drag ends, not one entry per pointer move;
  • treat a click without movement as selection and focus.

Expose gameplay meaning in the inspector

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:

  • aggro radius and acquisition timing;
  • target-loss and boundary-linger timing;
  • hold, area, or path patrol modes;
  • patrol radius or explicit waypoint path;
  • leash bounds and return tolerance.

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.

Show full SKILL.md (479 more words)Show less

Keep drafts reversible and isolated

Use immutable document snapshots and a bounded history.

  • Restore a valid local draft before enabling automatic persistence.
  • Ignore an invalid local draft and report that production source was loaded.
  • Clear redo history after a new edit.
  • Timestamp committed edits and exported files.
  • Validate before export and import.
  • Reject oversized, unreadable, schema-invalid, or manifest-mismatched imports.
  • Require confirmation before resetting all draft changes.
  • Keep gameplay saves, account state, and server state outside the draft store.
  • Display 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.

Gate private production tools

Treat a private URL as insufficient protection.

  • Render the route dynamically and set noindex, nofollow.
  • Fail closed when access configuration is absent.
  • Apply an exact IP allowlist using the trusted edge IP header for the deployment.
  • Compare passwords without an early-exit plaintext comparison.
  • Sign short-lived session claims with HMAC or an equivalent server-side mechanism.
  • Bind the session to the allowed client IP and expiration time.
  • Store the token in a secure, HTTP-only, strict same-site cookie.
  • Reject oversized credentials and malformed tokens.
  • Keep passwords, allowlists, and signing material in deployment secrets; never bundle, log, export, or test-snapshot them.
  • Do not render the editor client or canvas for unauthorized requests.
  • Provide a POST logout action that invalidates the cookie.

Test missing configuration, denied IP, wrong password, valid token, wrong IP, wrong secret, expiration, and logout.

Integrate a reviewed draft

Read the exported document as a diff keyed by stable source ID.

  1. Validate schema, version, manifest, bounds, flat-plane rules, and per-kind settings.
  2. Compare every changed field against production definitions.
  3. Map approved changes back to the smallest authoritative source modules.
  4. Run level, navigation, collision, enemy, persistence, and editor coverage tests.
  5. Play the affected routes and encounters in the repository-approved browser.
  6. Commit and release through the repository's normal path.

Never copy a draft wholesale into production without understanding which system owns each field.

Verify the editor

Add deterministic tests for:

  • production-to-document coverage by entity kind;
  • stable IDs, schema validation, flat-plane enforcement, bounds, and setting ranges;
  • canonical icon or model resolution and shipped-file existence;
  • camera focus, zoom limits, and reduced motion;
  • undo, redo, drag atomicity, snap, local restore, import, export, reset, and manifest checks;
  • access configuration, exact allowlisting, password comparison, token binding, expiry, cookie flags, and fail-closed server rendering.

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

Files

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.

  • SKILL.md
  • agents/openai.yaml
  • references/vesperfall-implementation.md

Open the folder on GitHubat commit ddf6e49

Used in 1 other repository

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.

Compare with similar skills

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.

Build Game Map Editor compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Build Game Map Editor this skillnirholas/three.ws2271 repos~2.3kAutomated safety check: PassApache-2.0
Game Assetsglifxyz/glif-mcp-server212—~831Automated safety check: PassMIT
Substance 3D Texturingfreshtechbro/claudedesignskills994—~4kAutomated safety check: PassMIT
Engine Selectionsickn33/agentic-awesome-skills47k1 repos~1.2kAutomated safety check: PassMIT
Game Developmentsickn33/agentic-awesome-skills47k1 repos~1.3kAutomated safety check: PassMIT
Web Gamessickn33/agentic-awesome-skills47k1 repos~1.1kAutomated safety check: PassMIT

Similar skills

  • 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…

    212 GitHub stars~831 tokensUpdated today
    Game DevelopmentAuto-check passed
  • Substance 3D Texturing

    freshtechbro/claudedesignskills

    Comprehensive skill for Adobe Substance 3D Painter texturing and material creation workflow.

    994 GitHub stars~4k tokensUpdated 10 mo ago
    Game DevelopmentAuto-check passed
  • Engine Selection

    sickn33/agentic-awesome-skills

    Selects game engines and frameworks by platform, genre, and architecture (full canvas shell vs hybrid DOM shell + guest viewport).

    47k GitHub starsUsed in 1 repo~1.2k tokens
    Game DevelopmentAuto-check passed
  • Game Development

    sickn33/agentic-awesome-skills

    Game development orchestrator. An agent skill from sickn33/agentic-awesome-skills.

    47k GitHub starsUsed in 1 repo~1.3k tokens
    Game DevelopmentAuto-check passed
  • Web Games

    sickn33/agentic-awesome-skills

    Web browser game development. An agent skill from sickn33/agentic-awesome-skills.

    47k GitHub starsUsed in 1 repo~1.1k tokens
    Game DevelopmentAuto-check passed
  • Playcanvas Engine

    freshtechbro/claudedesignskills

    Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration.

    994 GitHub stars~5.7k tokensUpdated 10 mo ago
    Game DevelopmentAuto-check passed

More from nirholas/three.ws

All 92 skills in this repo
  • Add Shader Cursor Trail

    nirholas/three.ws

    Add the Shaders WebGPU mouse effect used for the Tidal Commons hero: a white twinkling halftone cursor trail driven by ChromaFlow, masked through a DotGrid, finished with chromatic ripples and film…

    227 GitHub starsUsed in 1 repo~760 tokens
    Auto-check passed
  • Publish Project To GitHub

    nirholas/three.ws

    Package a finished local project into an intentional GitHub repository, create a strong README and visual preview, push it safely, configure a public GitHub Pages URL when the project is compatible…

    227 GitHub starsUsed in 1 repo~2.2k tokens
    Auto-check: notes
  • Audit a website or digital experience against its supplied source references for originality and plagiarism risk.

    227 GitHub starsUsed in 1 repo~1.8k tokens
    Auto-check passed
  • Turn a completed daily UI inspiration capture into exactly five original landing-page builds, one per separate Codex task, using Sites.

    227 GitHub starsUsed in 1 repo~1.9k tokens
    Auto-check passed
  • Write Like Meng On X

    nirholas/three.ws

    Write, rewrite, review, or continuously refine X/Twitter posts in Meng To's current voice using his deduplicated authored-post corpus, personal and product context, shared resources, and Content…

    227 GitHub starsUsed in 1 repo~2k tokens
    Auto-check passed
  • Browser Video Recording

    nirholas/three.ws

    Create polished 60 fps 4:3 4K browser screen-recording style videos from Codex in-app browser captures, with browser-only crop, natural macOS cursor styling, deliberate click choreography…

    227 GitHub starsUsed in 1 repo~1.5k tokens
    Auto-check passed

Works with

Questions about Build Game Map Editor

What does Build Game Map Editor do?

Build, extend, or audit production-linked browser map editors for Three.js and isometric games. ws.js and isometric games.

When should I use Build Game Map Editor?

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.

How do I install Build Game Map Editor in Claude Code?

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.

How do I install Build Game Map Editor in Codex?

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.

Can I use Build Game Map Editor 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 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.

What does Build Game Map Editor need to run?

SKILL.md names no scripts, command-line tools or credentials: Build Game Map Editor is instructions for the agent only.

Does Build Game Map Editor 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 Build Game Map Editor 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 Build Game Map Editor use?

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.

How many tokens does Build Game Map Editor use?

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.

What are the alternatives to Build Game Map Editor?

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.

Who maintains Build Game Map Editor?

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.