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.
Iterate broadly on an existing game, on top of vibegame-build.
$ npx skills add tettethu/VibeGame --skill vibegame-edit -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install tettethu/VibeGame vibegame-edit --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/tettethu/VibeGame.git skills-src && mkdir -p .claude/skills && cp -r skills-src/src/skills/vibegame-edit .claude/skills/vibegame-edit && 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 "vibegame-edit" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-edit into .claude/skills/vibegame-edit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-edit", 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/tettethu/VibeGame/tree/main/src/skills/vibegame-editType 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 tettethu/VibeGame --skill vibegame-edit -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install tettethu/VibeGame vibegame-edit --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/tettethu/VibeGame.git skills-src && mkdir -p .agents/skills && cp -r skills-src/src/skills/vibegame-edit .agents/skills/vibegame-edit && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "vibegame-edit" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-edit into .agents/skills/vibegame-edit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-edit", 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 tettethu/VibeGame --skill vibegame-edit -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install tettethu/VibeGame vibegame-edit --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/tettethu/VibeGame.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/src/skills/vibegame-edit .cursor/skills/vibegame-edit && 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 "vibegame-edit" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-edit into .cursor/skills/vibegame-edit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-edit", 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/tettethu/VibeGame.git --path src/skills/vibegame-edit--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 tettethu/VibeGame --skill vibegame-edit -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install tettethu/VibeGame vibegame-edit --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/tettethu/VibeGame.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/src/skills/vibegame-edit .gemini/skills/vibegame-edit && 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 "vibegame-edit" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-edit into .gemini/skills/vibegame-edit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-edit", 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 tettethu/VibeGame vibegame-editInstalls 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 tettethu/VibeGame --skill vibegame-edit -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/tettethu/VibeGame.git skills-src && mkdir -p .github/skills && cp -r skills-src/src/skills/vibegame-edit .github/skills/vibegame-edit && 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 "vibegame-edit" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-edit into .github/skills/vibegame-edit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-edit", 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 tettethu/VibeGame --skill vibegame-edit -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install tettethu/VibeGame vibegame-edit --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/tettethu/VibeGame.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/src/skills/vibegame-edit .opencode/skills/vibegame-edit && 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 "vibegame-edit" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-edit into .opencode/skills/vibegame-edit/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-edit", 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.
vibegame-editIterate broadly on an existing game, on top of vibegame-build.
Vibegame Edit is an agent skill from tettethu/VibeGame. Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.
Its SKILL.md is about 730 tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. The repository describes itself as: VibeGame: Vibe Your Dream Game -- An open-source self-evolving multi-agent framework with an AI-Native game engine that turns your natural language into a fully playable 2D web… The licence is Apache-2.0.
2 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 0fcb8ca. 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.
Vibegame Edit loads about 731 tokens when it runs. Until then it costs about 58 tokens; SKILL.md has 385 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 tettethu/VibeGame at commit 0fcb8ca, republished under its Apache-2.0 licence (© tettethu). 385 words, ~731 tokens.
.claude/skills/vibegame-edit/SKILL.md (or your agent's skills folder).For reworking an existing game, for example:
An edit is not a local substitution bounded by file type. Start from game design, and keep the reworked mechanics, controls, feedback, and art adding up to one coherent experience. Change whatever that requires — code, assets, config, project structure.
Before editing:
vibegame check and record the existing project's static check results.Do not start a playtest, runtime API test, or review pass just to establish the baseline.
Invoke the vibegame-build SKILL and follow its plan-run workflow for planning, implementation, testing, and review. Do not build a separate approval, implementation, or verification flow for edits.
In vibegame-build's Plan phase, inspect the current project and understand the existing design this request touches, and how its parts connect: core loop, rules, controls, character behavior, animation, collision, feedback, UI, art style.
Ask follow-up questions grounded in that existing design and the direction the user gave, until the preferences and goals that shape the approach are clear. When different choices produce materially different experiences, do not decide for the user. Before executing, make sure the user shares your expectation of the reworked game and of the main design choices.
Work out which interdependent parts each major change touches, and fold the necessary companion changes into the same plan. For example:
Theme, IP, and genre are design directions, not a boundary that limits the edit to swapping assets. Design the characters, abilities, presentation, and rule adjustments that fit. Do not claim an edit is assets-only, code-free, or gameplay-preserving before inspecting the project.
To reproduce the multi-stage generation behind an existing asset or animation, check the generation records in assets/artifacts/raw and .vibegame/logs/imagegen.jsonl.
© tettethu, 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
Just SKILL.md in src/skills/vibegame-edit of tettethu/VibeGame.
Open the folder on GitHubat commit 0fcb8ca
Vibegame Edit 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 |
|---|---|---|---|---|---|---|
| Vibegame Edit this skilltettethu/VibeGame | 269 | — | ~731 | Automated safety check: Pass | Apache-2.0 | |
| 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.
tettethu/VibeGame
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts.
tettethu/VibeGame
Run VibeGame's standard end-to-end game development workflow with reviewer gates.
tettethu/VibeGame
Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit.
tettethu/VibeGame
Resume a VibeGame orchestrator session after vibegame start.
Categories
Iterate broadly on an existing game, on top of vibegame-build. Vibegame Edit is an agent skill from tettethu/VibeGame. Iterate broadly on an existing game, on top of vibegame-build.
Vibegame Edit fits situations like: the user asks to change an existing games art style.
Run `npx skills add tettethu/VibeGame --skill vibegame-edit -a claude-code`. Or copy the skill folder (src/skills/vibegame-edit in tettethu/VibeGame) into .claude/skills/vibegame-edit in your project. Claude Code loads it when a task matches its description.
Run `npx skills add tettethu/VibeGame --skill vibegame-edit -a codex`. Or copy the skill folder (src/skills/vibegame-edit in tettethu/VibeGame) into .agents/skills/vibegame-edit 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 tettethu/VibeGame --skill vibegame-edit -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/vibegame-edit, .gemini/skills/vibegame-edit, .github/skills/vibegame-edit and .opencode/skills/vibegame-edit in your project.
SKILL.md names no scripts, command-line tools or credentials: Vibegame Edit 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.
Vibegame Edit 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 731 tokens (SKILL.md is roughly 2.9k 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 Vibegame Edit: 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.
tettethu (a GitHub user) maintains it in tettethu/VibeGame, which has 269 GitHub stars. The repository holds 5 skills in this directory. The repository was last updated on October 1, 2026.
Source: tettethu/VibeGame on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.