Agent skill

Build Threejs Enemy Systems

by nirholas in nirholas/three.ws

Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games.

Apache-2.0Auto-check passedGame Development

Install Build Threejs Enemy Systems

skills CLI
$ npx skills add nirholas/three.ws --skill build-threejs-enemy-systems -a claude-code

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

GitHub CLI
$ gh skill install nirholas/three.ws build-threejs-enemy-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/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-threejs-enemy-systems .claude/skills/build-threejs-enemy-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
build-threejs-enemy-systems
GitHub stars
227
Used in
1 other repo
Token cost
~1.1k tokens
SKILL.md length
534 words
Files
2
Skills in repo
92
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games.

  • Works in 5 steps: Existing archetype and moves fit?… → A new behavior is essential? Add the… → Model ready? Normalize it to the shared… → …
  • Enemy content schemas
  • SKILL.md covers Separate content from runtime…, Normalize presentation contracts, Define moves as data and Provide an honest fallback, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Build Threejs Enemy Systems is an agent skill from nirholas/three.ws. Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.

Its SKILL.md is about 1.1k 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, covering 3D graphics and WebGL. 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

  • Enemy content schemas
  • Model and rig conventions
  • Combat move timing and contact contracts
  • Runtime state boundaries

Example prompts

  • “/build-threejs-enemy-systems”

Workflow steps

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

  1. Existing archetype and moves fit? Configure a new definition; do not add runtime branches.
  2. A new behavior is essential? Add the smallest reusable move, hook, or AI tag before adding a new subsystem.
  3. Model ready? Normalize it to the shared presentation contract; otherwise use the honest fallback.
  4. Content complete? Validate references, timing, contact, cooldown, recovery, interrupts, and feedback hooks.
  5. Proof ready? Add deterministic fixtures and automated tests, then run desktop and mobile playthroughs.

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 Threejs Enemy Systems loads about 1.1k tokens when it runs. Until then it costs about 85 tokens; SKILL.md has 534 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~85
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k

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). 534 words, ~1,105 tokens.

Download SKILL.mdSave it as .claude/skills/build-threejs-enemy-systems/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
build-threejs-enemy-systems
description
Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.

Build Three.js Enemy Systems

Make each enemy a portable authored definition consumed by shared runtime systems. Keep AI choice, combat resolution, rendering, and feedback as separate consumers of the same stable contract.

Separate content from runtime state

  • Put stable IDs, role/tags, base stats, presentation spec, move IDs, AI hints, feedback hook IDs, rewards, and variant data in immutable authored definitions.
  • Put instance ID, transform, health/posture, target, current move and phase clock, cooldowns, statuses, pathing, visibility, and LOD state in runtime instances.
  • Reference definitions by ID. Reject duplicate IDs, missing references, invalid ranges, or impossible timing during content validation.
  • Never mutate authored definitions, store live timers in content, or duplicate the combat clock across AI, animation, and rendering.

Normalize presentation contracts

Define these fields before integrating a model:

  • source or factory ID, provenance, coordinate system, forward axis, and meters-per-unit;
  • root pivot at ground contact, normalized scale, facing offset, and visual height;
  • simple movement collider plus named hurtboxes, independent of render geometry;
  • stable sockets for contact origins, weapons, projectiles, VFX, audio, UI markers, and targeting;
  • rig and semantic clip map for idle, locomotion, moves, reactions, and death;
  • LOD tiers with hysteresis, animation/update policy, and unchanged gameplay colliders.

Normalize at the asset boundary. Do not scatter scale fixes, pivot offsets, raw clip names, or compensating rotations through gameplay code.

Define moves as data

For every move, define:

  • stable ID, AI tags, eligibility range/angle/line-of-sight, weight, and state prerequisites;
  • startup and telegraph, one or more active windows, recovery, cooldown, and minimum commitment;
  • movement, facing, cancellation, armor, interrupt, stagger, and phase rules;
  • contact shape/socket, damage, posture, knockback, status, and per-target hit limits;
  • semantic animation, VFX, and audio hook IDs with cleanup rules.

Let AI select only legal move IDs; let the combat system own timing and outcomes. Resolve damage from authoritative collision/contact events using stable action and target identifiers. Apply each contact once, then drive animation, VFX, audio, and UI from the resolved event.

Show full SKILL.md (216 more words)Show less

Provide an honest fallback

When a production model is unavailable, use a deliberate placeholder that preserves footprint, height, pivot, collider, sockets, facing, move timing, and state readability. Log the fallback once and keep it visually unmistakable. Never silently substitute a mismatched asset or call placeholder visuals production-ready.

Add a new enemy

  1. Existing archetype and moves fit? Configure a new definition; do not add runtime branches.
  2. A new behavior is essential? Add the smallest reusable move, hook, or AI tag before adding a new subsystem.
  3. Model ready? Normalize it to the shared presentation contract; otherwise use the honest fallback.
  4. Content complete? Validate references, timing, contact, cooldown, recovery, interrupts, and feedback hooks.
  5. Proof ready? Add deterministic fixtures and automated tests, then run desktop and mobile playthroughs.

Prove the system

  • Create deterministic fixtures for spawn, each move phase, wrong range/direction, obstruction, interrupt, stagger, death/reset, missing-model fallback, LOD transitions, and multiple instances sharing one definition.
  • Test content uniqueness and references, active-window boundaries, cooldown/recovery, per-target hit deduplication, lifecycle cleanup, and pause/frame-step behavior.
  • Play a representative encounter in the repository-approved browser. Confirm telegraphs, contact, state, animation, VFX/audio, targetability, and rewards agree.
  • Verify desktop and mobile camera distance, touch controls, reduced motion, console health, frame time, draw calls, memory stability, and crowded-scene LOD behavior. Report baseline failures separately.

© 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 1 other file in third_party/designcode-agent-skills/agent-skills/game-development/build-threejs-enemy-systems of nirholas/three.ws.

  • SKILL.md
  • agents/openai.yaml

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 Threejs Enemy 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.

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Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Threejs World Generationcalesthio/OpenMontage65k—~2kAutomated safety check: PassAGPL-3.0

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Works with

Questions about Build Threejs Enemy Systems

What does Build Threejs Enemy Systems do?

Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. ws.js action games.

When should I use Build Threejs Enemy Systems?

Build Threejs Enemy Systems fits situations like: enemy content schemas; model and rig conventions; combat move timing and contact contracts; runtime state boundaries.

How do I install Build Threejs Enemy Systems in Claude Code?

Run `npx skills add nirholas/three.ws --skill build-threejs-enemy-systems -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-threejs-enemy-systems in nirholas/three.ws) into .claude/skills/build-threejs-enemy-systems in your project. Claude Code loads it when a task matches its description.

How do I install Build Threejs Enemy Systems in Codex?

Run `npx skills add nirholas/three.ws --skill build-threejs-enemy-systems -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-threejs-enemy-systems in nirholas/three.ws) into .agents/skills/build-threejs-enemy-systems in your project. Codex loads it when a task matches its description.

Can I use Build Threejs Enemy 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 nirholas/three.ws --skill build-threejs-enemy-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/build-threejs-enemy-systems, .gemini/skills/build-threejs-enemy-systems, .github/skills/build-threejs-enemy-systems and .opencode/skills/build-threejs-enemy-systems in your project.

What does Build Threejs Enemy Systems need to run?

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

Does Build Threejs Enemy 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 Build Threejs Enemy 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 Build Threejs Enemy Systems use?

Build Threejs Enemy Systems 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 Threejs Enemy Systems use?

About 1.1k tokens (SKILL.md is roughly 4.4k 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 Build Threejs Enemy Systems?

Skills that share tags, products or a category with Build Threejs Enemy Systems: 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, 2.4k stars) and Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Build Threejs Enemy Systems?

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.