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.
How Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects.
$ npx skills add vchelaru/FlatRedBall --skill glue-project-types -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install vchelaru/FlatRedBall glue-project-types --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-project-types .claude/skills/glue-project-types && 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-project-types" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-project-types into .claude/skills/glue-project-types/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-project-types", 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-project-typesType 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-project-types -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install vchelaru/FlatRedBall glue-project-types --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-project-types .agents/skills/glue-project-types && 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-project-types" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-project-types into .agents/skills/glue-project-types/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-project-types", 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-project-types -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install vchelaru/FlatRedBall glue-project-types --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-project-types .cursor/skills/glue-project-types && 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-project-types" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-project-types into .cursor/skills/glue-project-types/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-project-types", 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-project-types--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-project-types -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install vchelaru/FlatRedBall glue-project-types --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-project-types .gemini/skills/glue-project-types && 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-project-types" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-project-types into .gemini/skills/glue-project-types/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-project-types", 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-project-typesInstalls 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-project-types -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-project-types .github/skills/glue-project-types && 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-project-types" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-project-types into .github/skills/glue-project-types/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-project-types", 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-project-types -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-project-types --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-project-types .opencode/skills/glue-project-types && 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-project-types" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/glue-project-types into .opencode/skills/glue-project-types/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "glue-project-types", 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-project-typesHow Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects.
Glue Project Types is an agent skill from vchelaru/FlatRedBall. How Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects. Triggers: ProjectCreator, Frb2Project, IsMaintainedByGlue, CodeWritePolicy, GenerateCode, Frb2CodeGenerator, "could not determine project type", LocateSolution.
Its SKILL.md is about 1.7k 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 fa654ab. 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.
Glue Project Types loads about 1.7k tokens when it runs. Until then it costs about 74 tokens; SKILL.md has 749 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 fa654ab, republished under its MIT licence (© vchelaru). 749 words, ~1,678 tokens.
.claude/skills/glue-project-types/SKILL.md (or your agent's skills folder).| File | Purpose |
|---|---|
Glue/VSHelpers/Projects/ProjectCreator.cs | The only place a .csproj becomes a ProjectBase. FRB2 check first, then the DefineConstants cascade. |
Glue/VSHelpers/Projects/Frb2ProjectDetector.cs | Rule list identifying an FRB2 game project from its project items. |
GlueCommon/VSHelper/Projects/ProjectBase.cs | ContentDirectory and IsMaintainedByGlue, the two properties everything downstream keys off. |
Glue/Plugins/ExportedImplementations/CodeWritePolicy.cs | The one rule deciding whether Glue may write C# into the loaded project. |
ProjectCreator.TryGetProjectTypeFromDefineConstants picks the ProjectBase subclass by matching
DESKTOP_GL / ANDROID / IOS / FNA / BLAZORGL against the csproj's DefineConstants, plus a
minimum TargetFrameworkVersion.
Landmine: a project that defines none of those does not degrade gracefully — Glue shows "Could not
determine project type", offers a manual-pick dialog, and returns null, and ProjectLoader then skips
loading entirely. A perfectly valid modern SDK-style csproj can hit this simply by not carrying an
FRB-specific DefineConstants. Anything identifying a project by its references has to run before
that cascade, in CreatePlatformSpecificProject.
An FRB2 game reads Glue's .gluj/.glsj/.glej JSON at runtime and owns all of its own C#, so
Frb2Project sets IsMaintainedByGlue = false. The csproj is still fully loaded and read — it is what
resolves the project directory and Content folder every relative path in the JSON hangs off. Only writes
are suppressed, at four seams:
| Seam | Suppresses |
|---|---|
VisualStudioProject.Save + the duplicate-resolution save in Load | Every write of the .csproj to disk |
GlueCommands.GenerateCodeCommands (resolves to NoCodeGenerationCommands) | Everything reached through IGenerateCodeCommands |
FileCommands.SaveIfDiffers | Any .cs written as text, whoever wrote it |
ProjectCommands.CreateAndAddCodeFile / CreateAndAddPartialFile | The empty placeholder created before anything fills it |
Landmine: the last two are not redundant with NoCodeGenerationCommands. A real chunk of Glue's code
generation never goes through IGenerateCodeCommands at all — CodeBuildItemAdder drops embedded
resource files (Performance/IEntityFactory, Performance/PoolList), CameraSetupCodeGenerator writes
Setup/CameraSetup.Generated.cs, and ContentPipelinePlugin's AliasCodeGenerator writes
FileAliases.Generated.cs — all on glux load, before and outside any GenerateAllCode call. Suppressing
only the interface leaves those writing into the project.
Plugin generators that call FileManager.SaveText directly (Platformer/TopDown/Racing CSV and enum
generators, Gum, GameCommunication) still bypass all of this. They only fire for projects that opt into
those behaviors.
Frb2Project.ContentDirectory and GlueProjectSubdirectory are both "Content/FrbEditor/" — unlike
FRB1, the .gluj does not sit beside the .csproj. Everything Glue authors for an FRB2 project lives
under that one folder so deleting it removes every trace of the editor, and every relative path in the
JSON resolves against it.
IsMaintainedByGlueGlueProjectSave.GenerateCode (default false) turns on typed accessors for an FRB2 project's
Screens/Entities, written by Glue/CodeGeneration/Frb2CodeGenerator.cs via Frb2GenerateCodeCommands.
Landmine: the opt-in is CodeWritePolicy.GeneratesFrb2Code, deliberately not
ProjectBase.IsMaintainedByGlue, which stays permanently false for Frb2Project. That flag gates all
four seams in the table above at once, so routing the setting through it hands an FRB2 project the entire
FRB1 pipeline: Glue rewrites the .csproj, and every generator in the landmine above writes its
FRB1-only output into a project that cannot compile it. GenerateCodeCommands therefore checks
GeneratesFrb2Code before the IsMaintainedByGlue early-out.
Landmine: Frb2CodeGenerator writes both halves of the partial class itself rather than through
FileCommands.SaveIfDiffers / CodeProjectHelper.CreateAndAddPartialGeneratedCodeFile. Those add a
nested .csproj item and honour the FRB1 write-gate, neither of which applies — FRB2's SDK-style project
already globs **/*.cs. Both halves resolve through IFileCommands.GetGeneratedCodeFilePath /
GetCustomCodeFilePath, which are rooted at CurrentGlueProjectDirectory (the .gluj's folder).
FileManager.RelativeDirectory (the .csproj's folder) is the wrong root in both directions: composing
a path from it splits the pair across directories, and making a path relative to it prefixes
Content\FrbEditor\ onto a name that is supposed to match element.Name. Both read as correct for FRB1,
where the two roots are the same directory.
The tree view's Code/Events nodes still key off WritesCodeForCurrentProject, so an opted-in project's
generated files show up on disk but not in Glue's Explorer tree.
ProjectSyncer.LocateSolution throws when it finds no solution file, and that exception surfaces
through GlueState.CurrentSlnFileName during ProjectLoader.LoadProject — so an unrecognized solution
format is a project that will not open, not a cosmetic gap. It searches the project directory, one up,
and two up, for both .sln and .slnx, then verifies the file's text actually names the .csproj.
Frb2ProjectDetector.IsFrb2Project takes a plain item-type/include list, so detection tests need no
MSBuild evaluation. For anything needing a real ProjectBase, see
glue-unit-test-bootstrap — TestVisualStudioProjectFactory
(bare non-SDK csproj, no SDK resolution) and GoldProject.LoadInGlueAsync (the real loader) are the two
rungs.
Landmine: a test asserting "loading this project generated nothing" depends on which plugins are
registered, and that is process-wide state another test may have set. Call
GlueTestBootstrap.EnsureGameProjectPluginsRegistered() so the assertion means the same thing in
isolation and mid-suite.
© 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-project-types of vchelaru/FlatRedBall.
Open the folder on GitHubat commit fa654ab
Glue Project Types 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 Project Types this skillvchelaru/FlatRedBall | 578 | — | ~1.7k | 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
Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process.
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.
Categories
How Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects. Glue Project Types is an agent skill from vchelaru/FlatRedBall. How Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects.
Glue Project Types fits situations like: game Development work in your project.
Run `npx skills add vchelaru/FlatRedBall --skill glue-project-types -a claude-code`. Or copy the skill folder (.claude/skills/glue-project-types in vchelaru/FlatRedBall) into .claude/skills/glue-project-types in your project. Claude Code loads it when a task matches its description.
Run `npx skills add vchelaru/FlatRedBall --skill glue-project-types -a codex`. Or copy the skill folder (.claude/skills/glue-project-types in vchelaru/FlatRedBall) into .agents/skills/glue-project-types 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-project-types -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-project-types, .gemini/skills/glue-project-types, .github/skills/glue-project-types and .opencode/skills/glue-project-types in your project.
SKILL.md names no scripts, command-line tools or credentials: Glue Project Types 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.
Glue Project Types is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.7k tokens (SKILL.md is roughly 6.7k 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 Project Types: 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.