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.
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
$ npx skills add ukanwat/overtime --skill game-ai -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime game-ai --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/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/game-ai .claude/skills/game-ai && 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 "game-ai" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ai into .claude/skills/game-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ai", 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/ukanwat/overtime/tree/main/.claude/skills/game-aiType 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 ukanwat/overtime --skill game-ai -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime game-ai --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/game-ai .agents/skills/game-ai && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "game-ai" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ai into .agents/skills/game-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ai", 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 ukanwat/overtime --skill game-ai -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime game-ai --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/game-ai .cursor/skills/game-ai && 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 "game-ai" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ai into .cursor/skills/game-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ai", 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/ukanwat/overtime.git --path .claude/skills/game-ai--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 ukanwat/overtime --skill game-ai -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime game-ai --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/game-ai .gemini/skills/game-ai && 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 "game-ai" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ai into .gemini/skills/game-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ai", 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 ukanwat/overtime game-aiInstalls 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 ukanwat/overtime --skill game-ai -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/game-ai .github/skills/game-ai && 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 "game-ai" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ai into .github/skills/game-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ai", 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 ukanwat/overtime --skill game-ai -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime game-ai --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/game-ai .opencode/skills/game-ai && 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 "game-ai" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/game-ai into .opencode/skills/game-ai/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-ai", 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.
game-aiDesign NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
Game AI is an agent skill from ukanwat/overtime. Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A, navmesh, seek, or patrol/chase.
Its SKILL.md is about 2.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/behavior-trees.md` and `references/pathfinding.md`). Compatibility notes: Engine-agnostic (algorithms). Concrete snippets in GDScript-like / Python pseudocode; pairs with unity-navmesh, unreal-behavior-trees, or Godot…
It sits in Game Development. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 2f4ac6b. 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 (its code samples are gdscript and python).
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.
Engine-agnostic (algorithms). Concrete snippets in GDScript-like / Python pseudocode; pairs with unity-navmesh, unreal-behavior-trees, or Godot NavigationServer.
From compatibility in the SKILL.md frontmatter.
Game AI loads about 2.1k tokens when it runs, and up to ~4.5k if it reads all its reference files. Until then it costs about 100 tokens; SKILL.md has 631 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 ukanwat/overtime at commit 2f4ac6b, republished under its Apache-2.0 licence (© ukanwat). 631 words, ~2,060 tokens.
.claude/skills/game-ai/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Build believable NPC behavior from three separable layers: decide (what to do), steer (how to move there), and path (how to route around the map). Keep them decoupled — a behavior tree picks a target, the pathfinder produces waypoints, steering follows them. This skill teaches the engine-neutral algorithms; bind them to your engine via the related skills below.
When not to use: for the engine's concrete navmesh/agent API and baking,
use unity-navmesh, unreal-behavior-trees, or Godot's NavigationAgent2D/3D
(see that engine skill). For movement/collision feel, use physics-tuning. For
spawning waves along lanes, see the tower-defense genre skill.
# Each state is a small object with enter/update/exit. The machine owns "current".
class_name State
func enter(agent): pass
func update(agent, dt) -> State: return null # return a new state to transition
func exit(agent): pass
# --- Chase state: returns Patrol when the player escapes sight range ---
class Chase extends State:
func update(agent, dt) -> State:
if not agent.can_see(agent.target):
return Patrol.new() # transition by returning next state
agent.move_toward(agent.target.position, dt)
return null # null = stay in this state
# --- Driver: call once per frame ---
func tick(dt):
var next = current.update(self, dt)
if next != null:
current.exit(self); next.enter(self); current = nextKeep transition logic inside states (or in a table), never as a growing pile
of if flags. One state owns one behavior; that is what keeps an FSM readable.
# A node's tick() returns SUCCESS, FAILURE, or RUNNING (still working this frame).
enum Status { SUCCESS, FAILURE, RUNNING }
# Sequence: run children in order; stop at the first non-SUCCESS (logical AND).
func sequence_tick(children, agent, dt) -> int:
for child in children:
var s = child.tick(agent, dt)
if s != Status.SUCCESS:
return s # FAILURE or RUNNING short-circuits the sequence
return Status.SUCCESS
# Selector: try children until one succeeds or is RUNNING (logical OR / fallback).
func selector_tick(children, agent, dt) -> int:
for child in children:
var s = child.tick(agent, dt)
if s != Status.FAILURE:
return s # SUCCESS or RUNNING stops the search
return Status.FAILUREA guard AI reads top-down: Selector[ Sequence[CanSeePlayer?, Chase], Patrol ]
— chase if visible, otherwise patrol. See references/behavior-trees.md for
leaf nodes, decorators (Inverter, Cooldown), and a blackboard.
# Seek: accelerate toward a target at full speed. Steering = desired - current.
func seek(pos, vel, target, max_speed, max_force) -> Vector2:
var desired = (target - pos).normalized() * max_speed
return (desired - vel).limit_length(max_force) # a force, not a teleport
# Arrive: like seek, but ramp speed down inside slow_radius so it stops cleanly.
func arrive(pos, vel, target, max_speed, max_force, slow_radius) -> Vector2:
var offset = target - pos
var dist = offset.length()
if dist < 0.001: return -vel # already there: kill drift
var ramped = max_speed * min(dist / slow_radius, 1.0)
var desired = offset / dist * ramped
return (desired - vel).limit_length(max_force)
# Per frame: vel += steering * dt; pos += vel * dt (always scale by dt)# Match the heuristic to the movement. An ADMISSIBLE heuristic (never larger
# than the true remaining cost) keeps A* optimal.
def heuristic(a, b):
dx, dy = abs(a.x - b.x), abs(a.y - b.y)
# return dx + dy # Manhattan: 4-direction grids (no diagonals)
return (dx + dy) + (1.414 - 2) * min(dx, dy) # octile: 8-direction grids
# f(n) = g(n) + h(n): g = cost from start, h = heuristic to goal.
# Overestimating h is faster but no longer guarantees the shortest path.The full A* loop (priority queue, came_from reconstruction, grid + waypoint
graphs) is in references/pathfinding.md.
if state == ... checks everywhere
recreates the mess an FSM exists to prevent. Keep transitions in the state.references/pathfinding.md — complete A* (priority queue, reconstruction),
grid vs waypoint graphs, when to defer to an engine navmesh.references/behavior-trees.md — node taxonomy, leaf/decorator implementations,
blackboard, and FSM-vs-BT selection.unity-navmesh, unreal-behavior-trees — concrete engine AI/navigation APIs.physics-tuning — movement, collision response, and agent radius.procedural-gen — generating the graph/level the AI navigates.tower-defense, fps-shooter — genres that compose this skill.© ukanwat, 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 .claude/skills/game-ai of ukanwat/overtime.
Open the folder on GitHubat commit 2f4ac6b
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 ukanwat/overtime, which our catalogue first saw on October 7, 2026.
Game AI 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 |
|---|---|---|---|---|---|---|
| Game AI this skillukanwat/overtime | 387 | 1 repos | ~2.1k | 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.
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
ukanwat/overtime
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…
ukanwat/overtime
Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and…
Categories
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Game AI is an agent skill from ukanwat/overtime. Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
Game AI fits situations like: building enemy AI; steering/flocking; the user mentions state machine.
Run `npx skills add ukanwat/overtime --skill game-ai -a claude-code`. Or copy the skill folder (.claude/skills/game-ai in ukanwat/overtime) into .claude/skills/game-ai in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill game-ai -a codex`. Or copy the skill folder (.claude/skills/game-ai in ukanwat/overtime) into .agents/skills/game-ai 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 ukanwat/overtime --skill game-ai -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-ai, .gemini/skills/game-ai, .github/skills/game-ai and .opencode/skills/game-ai in your project.
SKILL.md names no scripts, command-line tools or credentials: Game AI is instructions for the agent only. Our summary lists: Python 3. Compatibility (from SKILL.md): Engine-agnostic (algorithms). Concrete snippets in GDScript-like / Python pseudocode; pairs with unity-navmesh, unreal-behavior-trees, or Godot NavigationServer..
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.
Game AI is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.1k tokens (SKILL.md is roughly 8.2k 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 2.5k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Game AI: 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.
ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 10, 2026.
Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.