Threejs Gameplay Systems
corosolto/client
Build and iterate playable Three.js game systems. An agent skill from corosolto/client.
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…
$ npx skills add valkor-ai/loom --skill threejs-gameplay-systems -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install valkor-ai/loom threejs-gameplay-systems --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/valkor-ai/loom.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-gameplay-systems .claude/skills/threejs-gameplay-systems && 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 "threejs-gameplay-systems" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-gameplay-systems into .claude/skills/threejs-gameplay-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-gameplay-systems", 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/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-gameplay-systemsType 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 valkor-ai/loom --skill threejs-gameplay-systems -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install valkor-ai/loom threejs-gameplay-systems --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/valkor-ai/loom.git skills-src && mkdir -p .agents/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-gameplay-systems .agents/skills/threejs-gameplay-systems && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "threejs-gameplay-systems" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-gameplay-systems into .agents/skills/threejs-gameplay-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-gameplay-systems", 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 valkor-ai/loom --skill threejs-gameplay-systems -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install valkor-ai/loom threejs-gameplay-systems --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/valkor-ai/loom.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-gameplay-systems .cursor/skills/threejs-gameplay-systems && 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 "threejs-gameplay-systems" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-gameplay-systems into .cursor/skills/threejs-gameplay-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-gameplay-systems", 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/valkor-ai/loom.git --path plugins/shared/loom/skills/threejs/threejs-gameplay-systems--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 valkor-ai/loom --skill threejs-gameplay-systems -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install valkor-ai/loom threejs-gameplay-systems --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/valkor-ai/loom.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-gameplay-systems .gemini/skills/threejs-gameplay-systems && 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 "threejs-gameplay-systems" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-gameplay-systems into .gemini/skills/threejs-gameplay-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-gameplay-systems", 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 valkor-ai/loom threejs-gameplay-systemsInstalls 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 valkor-ai/loom --skill threejs-gameplay-systems -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/valkor-ai/loom.git skills-src && mkdir -p .github/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-gameplay-systems .github/skills/threejs-gameplay-systems && 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 "threejs-gameplay-systems" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-gameplay-systems into .github/skills/threejs-gameplay-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-gameplay-systems", 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 valkor-ai/loom --skill threejs-gameplay-systems -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install valkor-ai/loom threejs-gameplay-systems --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/valkor-ai/loom.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-gameplay-systems .opencode/skills/threejs-gameplay-systems && 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 "threejs-gameplay-systems" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-gameplay-systems into .opencode/skills/threejs-gameplay-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-gameplay-systems", 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.
threejs-gameplay-systemsBuild 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…
Threejs Gameplay Systems is an agent skill from 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, objectives, and game feel. Use for first playable slices, new Vite/TypeScript/Three.js setups, level/arena/track/wave/hole/puzzle design, combat encounters, difficulty tuning, and juice.
Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 45 other files, including scripts, reference files and assets (for example `agents/openai.yaml`, `assets/threejs-vite-game/package-lock.json` and `assets/threejs-vite-game/package.json`).
It sits in Game Development, covering 3D graphics and WebGL and Game design. It works with Three.js, Vite and TypeScript. The repository describes itself as: Loop engineering for agentic software delivery. 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 a30a7e6. 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.
Ships 1 file in scripts/ (TypeScript and JavaScript, from the files we listed), which the agent can run.
Shell commands in SKILL.md call:
python3From 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.
Threejs Gameplay Systems loads about 1.4k tokens when it runs, and up to ~6.7k if it reads all its reference files. Until then it costs about 101 tokens; SKILL.md has 668 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); the scripts in this folder are not scanned.
The full file from valkor-ai/loom at commit a30a7e6, republished under its Apache-2.0 licence (© valkor-ai). 668 words, ~1,351 tokens.
.claude/skills/threejs-gameplay-systems/SKILL.md (or your agent's skills folder). This skill also uses 38 other files; get the full folder from GitHub.Create or evolve a playable browser game loop with clear ownership, responsive controls, deterministic update order, and a space that shapes player decisions.
Resolve <this-skill-dir> and local references from the actual loaded skill file; resolve sibling skills beside it before using runner-discovered alternatives.
| File | Read it when |
|---|---|
references/game-feel.md | tuning feel, juice, impact, hitstop, screenshake, or claiming polished gameplay |
references/genre-design.md | designing levels, arenas, tracks, waves, holes, puzzles, encounters, or difficulty curves |
references/physics-engine-selection.md | adding or changing physics, collision-heavy gameplay, vehicles, rolling balls, character controllers, sensors, moving platforms |
python3 <this-skill-dir>/scripts/create_threejs_game.py ./my-gameCopies assets/threejs-vite-game/, rewrites the project name, and gives the game its own visual test and canvas inspector. --force overwrites an existing directory.
For broad game creation or a substantial design change, write three short artifacts or update the existing ones. A narrow mechanic fix uses the existing design and preserves unrelated systems:
Design brief. Player promise (the fantasy in one sentence) · target feeling · primary verb · secondary verbs · what the player repeats every 5–30 seconds · what changes across 1–5 minutes · how they lose, learn, and restart · what is rewarded and what creates risk · what a better player does differently · how the next decision is communicated · non-goals for this slice.
Core loop contract. Player does [verb] to achieve [objective] while [pressure] creates risk; success gives [reward], failure causes [cost/retry]. Then prove each clause in code: the verb is mapped to real input, the objective is visible in world or HUD, pressure exists inside the first playable minute, reward changes state rather than only visuals, failure teaches what happened, and restart is fast enough to invite another attempt.
Level or encounter plan. Spatial format · what the camera can and cannot see · player start, first decision, first threat, first reward · landmarks · how challenge escalates every 20–60 seconds or per wave/hole/lap · recovery beats · how hazards are telegraphed · which pieces are modular or parameterized.
"Explore a cool scene" is not a design brief. A brief needs decisions, pressure, feedback, and consequence.
core, game, entities, systems, assets, ui, tests.For coordinated work, define input intents, entity/asset interfaces, and events before delegating independent modules. Report changed behavior and local checks to the lead, who owns the consolidated browser pass. When a user changes requirements, update the existing brief and pending tasks instead of restarting completed work.
Gameplay code emits audio events; threejs-audio-generator produces the actual assets and the runtime audio matrix.
TypeScript, Vite, Three.js modules, three/addons/... for official controls, loaders, and post-processing. lil-gui for live-tuned constants. Web Audio for runtime playback. Physics engine choice, timestep, and collider strategy follow references/physics-engine-selection.md — Rapier by default when the game needs real simulation.
A static demo instead of a playable loop · mechanics bolted onto a scene that was built first · a core loop described but never proven through real input, pressure, reward, and fail/retry · a track or arena that decorates rather than shapes decisions · a mechanic that compiles but no input can trigger · camera and controls that lag or hide the next decision · state changes that never reach UI, audio, or VFX · abstractions built before any mechanic needed them.
Behavior and controls, the three design artifacts for broad builds, architecture choices and tuned values, changed files, and what you saw when you played it. Note the physics engine, timestep, and collider strategy when physics is in scope.
© valkor-ai, 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 38 other files (scripts, references, assets) in plugins/shared/loom/skills/threejs/threejs-gameplay-systems of valkor-ai/loom.
Open the folder on GitHubat commit a30a7e6
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 valkor-ai/loom, which our catalogue first saw on October 7, 2026.
Threejs Gameplay 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Threejs Gameplay Systems this skillvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Threejs Gameplay Systemscorosolto/client | 257 | — | ~1.5k | Automated safety check: Pass | AGPL-3.0 | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| New ExperimentTresjs/tres | 3.8k | — | ~782 | Automated safety check: Pass | MIT | |
| Telluxcyanfish-x/tellux | 207 | — | ~884 | Automated safety check: Pass | MIT | |
| Vitexecpmndrs/viverse | 132 | — | ~2.5k | Automated safety check: Pass | Custom licence |
corosolto/client
Build and iterate playable Three.js game systems. An agent skill from corosolto/client.
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.
Tresjs/tres
Create a new experiment in TresJS Lab with all necessary files
cyanfish-x/tellux
How to write application code with Tellux (0.3 API shape). An agent skill from cyanfish-x/tellux.
pmndrs/viverse
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cyanfish-x/tellux
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valkor-ai/loom
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API.
valkor-ai/loom
Generate and edit 2D image assets for Three.js games with Google's Gemini image API: concept sheets, image-to-3D inputs, texture and material references, sky and background plates, decals, logos…
valkor-ai/loom
Entrypoint for building, upgrading, and finishing Three.js browser games.
valkor-ai/loom
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature and boss stingers…
valkor-ai/loom
Verify and release Three.js browser games: playtest QA, automated bot playtests, mobile and responsive checks, production builds, static-hosting base paths, debug gating, bundle review, screenshots…
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Upgrade Three.js games from prototype visuals to premium browser graphics: art-direction critique, procedural model building, material and texture libraries, world prop kits, shaders, VFX, lighting…
Works with
Categories
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…. Threejs Gameplay Systems is an agent skill from valkor-ai/loom.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring, objectives, and game feel.
Threejs Gameplay Systems fits situations like: first playable slices; new Vite/TypeScript/Three.js setups; level/arena/track/wave/hole/puzzle design; combat encounters.
Run `npx skills add valkor-ai/loom --skill threejs-gameplay-systems -a claude-code`. Or copy the skill folder (plugins/shared/loom/skills/threejs/threejs-gameplay-systems in valkor-ai/loom) into .claude/skills/threejs-gameplay-systems in your project. Claude Code loads it when a task matches its description.
Run `npx skills add valkor-ai/loom --skill threejs-gameplay-systems -a codex`. Or copy the skill folder (plugins/shared/loom/skills/threejs/threejs-gameplay-systems in valkor-ai/loom) into .agents/skills/threejs-gameplay-systems 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 valkor-ai/loom --skill threejs-gameplay-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/threejs-gameplay-systems, .gemini/skills/threejs-gameplay-systems, .github/skills/threejs-gameplay-systems and .opencode/skills/threejs-gameplay-systems in your project.
Going by SKILL.md and its folder, Threejs Gameplay Systems needs TypeScript and JavaScript for the scripts in its folder and the command-line tools its instructions call (python3). Our summary lists: Python 3; Node.js.
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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Threejs Gameplay 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.
About 1.4k tokens (SKILL.md is roughly 5.4k 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 5.4k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Threejs Gameplay Systems: Threejs Gameplay Systems (corosolto/client, 257 stars), Image to Three.js Model (img2threejs/img2threejs, 18k stars), New Experiment (Tresjs/tres, 3.8k stars) and Tellux (cyanfish-x/tellux, 207 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
valkor-ai (a GitHub organization) maintains it in valkor-ai/loom, which has 1,221 GitHub stars. The repository holds 17 skills in this directory. The repository was last updated on October 6, 2026.
Source: valkor-ai/loom on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.