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 FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching.
$ npx skills add vchelaru/FlatRedBall --skill platformer-physics -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install vchelaru/FlatRedBall platformer-physics --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/platformer-physics .claude/skills/platformer-physics && 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 "platformer-physics" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/platformer-physics into .claude/skills/platformer-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "platformer-physics", 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/platformer-physicsType 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 platformer-physics -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install vchelaru/FlatRedBall platformer-physics --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/platformer-physics .agents/skills/platformer-physics && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "platformer-physics" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/platformer-physics into .agents/skills/platformer-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "platformer-physics", 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 platformer-physics -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install vchelaru/FlatRedBall platformer-physics --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/platformer-physics .cursor/skills/platformer-physics && 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 "platformer-physics" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/platformer-physics into .cursor/skills/platformer-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "platformer-physics", 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/platformer-physics--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 platformer-physics -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install vchelaru/FlatRedBall platformer-physics --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/platformer-physics .gemini/skills/platformer-physics && 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 "platformer-physics" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/platformer-physics into .gemini/skills/platformer-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "platformer-physics", 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 platformer-physicsInstalls 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 platformer-physics -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/platformer-physics .github/skills/platformer-physics && 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 "platformer-physics" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/platformer-physics into .github/skills/platformer-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "platformer-physics", 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 platformer-physics -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 platformer-physics --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/platformer-physics .opencode/skills/platformer-physics && 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 "platformer-physics" agent skill from https://github.com/vchelaru/FlatRedBall/tree/NetStandard/.claude/skills/platformer-physics into .opencode/skills/platformer-physics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "platformer-physics", 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.
platformer-physicsHow FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching.
Platformer Physics is an agent skill from vchelaru/FlatRedBall. How FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching. Triggers: PlatformerValues, MovementType, GroundMovement, AirMovement, AfterDoubleJump, CurrentMovement, GroundCollidedAgainst, IsOnGround, PlatformerPlugin.
Its SKILL.md is about 720 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 f30172a. 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.
Platformer Physics loads about 721 tokens when it runs. Until then it costs about 79 tokens; SKILL.md has 251 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 f30172a, republished under its MIT licence (© vchelaru). 251 words, ~721 tokens.
.claude/skills/platformer-physics/SKILL.md (or your agent's skills folder).Platformer entities are generated code, not engine classes: FRBDK/Glue/PlatformerPlugin (the Glue plugin) reads Models/PlatformerValues.cs field values from the Glue project and emits the actual movement logic into the user's project via CodeGenerators/EntityCodeGenerator.cs. To change runtime platformer behavior, edit the templates in EntityCodeGenerator.cs; to change what values a user can configure, edit Models/PlatformerValues.cs + the plugin's ViewModels/Views.
A platformer entity holds up to three PlatformerValues sets — GroundMovement, AirMovement, AfterDoubleJump — plus an enum MovementType {Ground, Air, AfterDoubleJump}. CurrentMovementType setter calls UpdateCurrentMovement() (EntityCodeGenerator.cs:337) which resolves CurrentMovement to the matching set (falls back to AirMovement if AfterDoubleJump is unset) and applies Gravity→YAcceleration. DetermineMovementValues() (EntityCodeGenerator.cs:666) drives the Ground/Air/AfterDoubleJump transitions each frame off mIsOnGround and mHasDoubleJumped.
mIsOnGround is set only inside CollideAgainst(...) during solid-collision resolution (EntityCodeGenerator.cs:882), not by any standalone "am I touching the floor" check — it's a side effect of that frame's collision pass.
Swapping GroundMovement/AirMovement per terrain type is user code, not plugin-generated: check GroundCollidedAgainst/ItemsCollidedAgainst (populated after all of that frame's collision resolves) against named TileShapeCollection relationships in CustomActivity, then reassign e.g. this.GroundMovement = PlatformerValuesStatic[...IceGround]. Full pattern: FlatRedBallDocs/tutorials/platformer-plugin/groundcollidedagainst-for-movement-values.md.
Full explanations (with tuning guidance and video examples) live in FlatRedBallDocs/tutorials/platformer-plugin/platformer-basics/04-control-values.md. Field reference: Models/PlatformerValues.cs. Key gotcha: AccelerationTimeX/DecelerationTimeX of 0 means Immediate movement (no easing); JumpApplyByButtonHold implements variable jump height by turning gravity off while held, not by delaying the jump.
FlatRedBallDocs/tutorials/platformer-plugin/ has the full tutorial tree (basics, animations, ladders, moving platforms, multiplayer, etc.) — check there before re-deriving behavior from code.
© 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/platformer-physics of vchelaru/FlatRedBall.
Open the folder on GitHubat commit f30172a
Platformer Physics 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 |
|---|---|---|---|---|---|---|
| Platformer Physics this skillvchelaru/FlatRedBall | 578 | — | ~721 | 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 | 2 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~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 FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching. Platformer Physics is an agent skill from vchelaru/FlatRedBall. How FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching.
Platformer Physics fits situations like: game Development work in your project.
Run `npx skills add vchelaru/FlatRedBall --skill platformer-physics -a claude-code`. Or copy the skill folder (.claude/skills/platformer-physics in vchelaru/FlatRedBall) into .claude/skills/platformer-physics in your project. Claude Code loads it when a task matches its description.
Run `npx skills add vchelaru/FlatRedBall --skill platformer-physics -a codex`. Or copy the skill folder (.claude/skills/platformer-physics in vchelaru/FlatRedBall) into .agents/skills/platformer-physics 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 platformer-physics -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/platformer-physics, .gemini/skills/platformer-physics, .github/skills/platformer-physics and .opencode/skills/platformer-physics in your project.
SKILL.md names no scripts, command-line tools or credentials: Platformer Physics 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.
Platformer Physics is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 721 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 Platformer Physics: 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, 2.4k 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 2, 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.