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.
Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process.
$ npx skills add vchelaru/FlatRedBall --skill glue-live-game-testing -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install vchelaru/FlatRedBall glue-live-game-testing --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/vchelaru/FlatRedBall.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/glue-live-game-testing .claude/skills/glue-live-game-testing && 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 "glue-live-game-testing" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-live-game-testing into .claude/skills/glue-live-game-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-live-game-testing", 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/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-live-game-testingType 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 vchelaru/FlatRedBall --skill glue-live-game-testing -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install vchelaru/FlatRedBall glue-live-game-testing --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vchelaru/FlatRedBall.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/glue-live-game-testing .agents/skills/glue-live-game-testing && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "glue-live-game-testing" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-live-game-testing into .agents/skills/glue-live-game-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-live-game-testing", 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 vchelaru/FlatRedBall --skill glue-live-game-testing -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install vchelaru/FlatRedBall glue-live-game-testing --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vchelaru/FlatRedBall.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/glue-live-game-testing .cursor/skills/glue-live-game-testing && 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 "glue-live-game-testing" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-live-game-testing into .cursor/skills/glue-live-game-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-live-game-testing", 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/vchelaru/FlatRedBall.git --path .claude/skills/glue-live-game-testing--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 vchelaru/FlatRedBall --skill glue-live-game-testing -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install vchelaru/FlatRedBall glue-live-game-testing --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vchelaru/FlatRedBall.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/glue-live-game-testing .gemini/skills/glue-live-game-testing && 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 "glue-live-game-testing" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-live-game-testing into .gemini/skills/glue-live-game-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-live-game-testing", 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 vchelaru/FlatRedBall glue-live-game-testingInstalls 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 vchelaru/FlatRedBall --skill glue-live-game-testing -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/vchelaru/FlatRedBall.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/glue-live-game-testing .github/skills/glue-live-game-testing && 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 "glue-live-game-testing" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-live-game-testing into .github/skills/glue-live-game-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-live-game-testing", 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 vchelaru/FlatRedBall --skill glue-live-game-testing -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install vchelaru/FlatRedBall glue-live-game-testing --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vchelaru/FlatRedBall.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/glue-live-game-testing .opencode/skills/glue-live-game-testing && 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 "glue-live-game-testing" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-live-game-testing into .opencode/skills/glue-live-game-testing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-live-game-testing", 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.
glue-live-game-testingTesting GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process.
Glue Live Game Testing is an agent skill from vchelaru/FlatRedBall. Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process. Triggers: LiveGameProcess, live edit runtime behavior, ScreenManager.Start vs MoveToScreen, testing Embedded/.cs, Category=LiveGame.
Its SKILL.md is about 1.5k 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: Cross-platform 2D game engine focused on ultimate productivity built in .NET. The licence is MIT.
Read from SKILL.md and the folder at commit 94fbc62. 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.
Shell commands in SKILL.md call:
dotnetFrom 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.
Glue Live Game Testing loads about 1.5k tokens when it runs. Until then it costs about 68 tokens; SKILL.md has 602 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 vchelaru/FlatRedBall at commit 94fbc62, republished under its MIT licence (© vchelaru). 602 words, ~1,506 tokens.
.claude/skills/glue-live-game-testing/SKILL.md (or your agent's skills folder).GameCommunicationPlugin/GlueControl/Embedded/*.cs (CommandReceiver, GlueControlManager, EditingManager,
...) is <Compile Remove>d from GameCommunicationPlugin.csproj — it only exists inside a compiled,
running game process, never inside Glue itself. glue-unit-test-bootstrap's
GoldProjectCompileTests prove that closure compiles; they never run it. If a bug is in what
CommandReceiver.HandleDto actually does at runtime (screen transitions, entity selection, edit-mode
state), a compile-only test cannot catch it — you need a real running game process.
GlueUnitTests/TestSupport/LiveGameProcess.cs builds a gold project, launches its real built .exe, and
drives it through Glue's actual CommandSender/GameJsonCommunicationPlugin.Common.GameConnectionManager
socket protocol — the same wire protocol production Glue uses, not a stand-in.
[Trait("Category", "LiveGame")]
[StaFact]
public async Task MyTest()
{
GlueTestBootstrap.EnsureGameProjectPluginsRegistered();
using var game = await LiveGameProcess.StartAsync(
"Samples/EditorTest1",
csprojRelativeToProjectRoot: "EditorTest1/EditorTest1.csproj",
exeRelativeToProjectRoot: "EditorTest1/bin/Debug/net9.0/EditorTest1.exe");
var screenName = await game.GetCurrentScreenName(); // "" if no screen loaded
var response = await game.SelectEntity("Entities\\Entity1");
}StartAsync (default refreshLiveEditCodeFromSource: true) loads the copied project into Glue and calls
GoldProject.EmbedLiveEditCode() before building, so the test exercises the CURRENT branch's
Embedded/*.cs, not whatever was checked in. See LiveGameProcessTests.cs for worked examples.
The afterBuildBeforeLaunch hook changes the project after the build, for tests where the running game
is behind Glue (see EditorTest1_SharedVariableChangedAfterBuild_IsAppliedByConnectSweep).
Follow GetCurrentScreenName()/SelectEntity(): build the real DTO
(GameCommunicationPlugin.GlueControl.Dtos) and call CommandSender.Self.Send(dto) directly.
Landmine — do not set GlueState.Self.CurrentEntitySave/CurrentScreenSave/CurrentNamedObjectSave to
drive selection. Their setters route through GlueState.Find.TreeNodeByTag(value), which needs a real,
populated WPF tree view. There isn't one in this headless host, so the assignment silently no-ops
(CurrentElement stays null) and RefreshManager.PushGlueSelectionToGame sends nothing — no exception, no
signal, just a test that mysteriously never sees the effect. Skip Glue's UI-bound selection state entirely
and build the DTO by hand.
Samples/EditorTest1 works as a target project todayLiveGameProcess needs a project whose Game1.Generated.cs already constructs
GlueControlManager/GameConnectionManager — i.e. one that went through a real "enable live edit" Glue
session. That wiring comes from MainCompilerPlugin.HandleGluxLoaded (Game1GlueControlGenerator), and
MainCompilerPlugin cannot run in the test host (it builds real WPF tabs and opens sockets on
registration — same reason GoldProject.EmbedLiveEditCode() calls EmbeddedCodeManager.EmbedAll directly
instead of going through it). So Game1.Generated.cs can't be regenerated headlessly; LiveGameProcess
preserves it exactly as checked in (only patching its port) rather than deleting/regenerating it.
Samples/EditorTest1 is checked in with its Generated.cs committed - a .gitignore exception like
BeefballKni's, since *.Generated.cs is gitignored repo-wide otherwise. To add another target project:
turn on live edit for real in a real Glue session, copy the project in the same way (exclude bin/obj,
keep the sibling .sln - ProjectLoader needs it), add the same two-line .gitignore exception.
Game connects OUT to Glue (Glue listens). Two separate TCP sockets, one per direction, each opened with a
1-byte handshake (1 = glue→game, 2 = game→glue) — see GameCommunicationPlugin/Common/GameConnectionManager.cs
(Glue-side, server) and GlueControl/Embedded/GameConnectionManager.cs (game-side, client, namespace
GlueCommunication). Port is baked into Game1.Generated.cs as a literal int at two call sites (was
8846 in the checked-in fixture) - LiveGameProcess text-patches both before building, to a fresh port
per run so it never collides with a real Glue instance on the dev machine.
The actual DTO dispatch is GlueControlManager.ProcessMessage (Embedded/GlueControlManager.cs) -
"GetCurrentScreen" is a raw-string command handled specially; everything else is "{DtoTypeName}:{json}"
routed to CommandReceiver.Receive/HandleDto(SelectObjectDto) etc.
Tagged Category=LiveGame and run by its own step in pr-tests.yml, ahead of the slower build smoke test.
glue.yml still excludes it, since that workflow publishes releases and should not wait on a game window.
Locally: dotnet test ... --filter "Category=LiveGame".
Landmine — the runners have no GPU. opengl32.dll resolves to Windows' generic OpenGL 1.1, which has
no framebuffer objects, so MonoGame's GraphicsDevice throws NoSuitableGraphicsDeviceException and the
game dies before it can connect. pr-tests.yml's "Install Mesa llvmpipe" step downloads a software GL and
points FRB_LIVE_GAME_TEST_GL_RUNTIME at it; LiveGameProcess copies those DLLs next to each game, since
Windows resolves opengl32.dll from the exe's own directory ahead of System32. Every game runs from its
own temp directory, so CI cannot stage them at a fixed path.
© vchelaru, MIT. 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 .claude/skills/glue-live-game-testing of vchelaru/FlatRedBall.
Open the folder on GitHubat commit 94fbc62
Glue Live Game Testing 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 |
|---|---|---|---|---|---|---|
| Glue Live Game Testing this skillvchelaru/FlatRedBall | 578 | — | ~1.5k | Automated safety check: Pass | MIT | |
| 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.
vchelaru/FlatRedBall
Bootstrapping GlueUnitTests that touch GlueState.Self/GlueCommands.Self/ProjectManager.
vchelaru/FlatRedBall
A skill your agent uses when adding, modifying, or reasoning about Gluj/Glux file format versions, the GluxVersions enum, FileVersion checks, or anything that gates behavior on the version of a…
vchelaru/FlatRedBall
A skill your agent uses when working on Glue's Gum code generation — adding/removing/version-gating generated properties on Gum standard runtime types (NineSlice, Text, Container, Sprite, etc.), or…
vchelaru/FlatRedBall
FRB1 (engine + Glue) release runbook — gh CLI sequence for Engine.yml/glue.yml, version scheme, release notes.
vchelaru/FlatRedBall
Drafts FRB1 release notes from commits/PRs since the last release.
vchelaru/FlatRedBall
Creates and updates skill files (.claude/skills//SKILL.md). An agent skill from vchelaru/FlatRedBall.
Categories
Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process. Glue Live Game Testing is an agent skill from vchelaru/FlatRedBall. Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process.
Glue Live Game Testing fits situations like: game Development work in your project.
Run `npx skills add vchelaru/FlatRedBall --skill glue-live-game-testing -a claude-code`. Or copy the skill folder (.claude/skills/glue-live-game-testing in vchelaru/FlatRedBall) into .claude/skills/glue-live-game-testing in your project. Claude Code loads it when a task matches its description.
Run `npx skills add vchelaru/FlatRedBall --skill glue-live-game-testing -a codex`. Or copy the skill folder (.claude/skills/glue-live-game-testing in vchelaru/FlatRedBall) into .agents/skills/glue-live-game-testing 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 vchelaru/FlatRedBall --skill glue-live-game-testing -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/glue-live-game-testing, .gemini/skills/glue-live-game-testing, .github/skills/glue-live-game-testing and .opencode/skills/glue-live-game-testing in your project.
Going by SKILL.md and its folder, Glue Live Game Testing needs the command-line tools its instructions call (dotnet).
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.
Glue Live Game Testing is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.5k tokens (SKILL.md is roughly 6k 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 Glue Live Game Testing: 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.
vchelaru (a GitHub user) maintains it in vchelaru/FlatRedBall, which has 578 GitHub stars. The repository holds 32 skills in this directory. The repository was last updated on October 10, 2026.
Source: vchelaru/FlatRedBall on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.