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SKILL verified MIT Self-run

Mint Threejs Skills

skill-mintdotgg-mint-threejs-skills-mint-threejs-skills · by mintdotgg

Build, revise, debug, and verify browser-based Three.js apps, games, asset viewers, model and asset-pack deliveries, material and material-pack deliveries, animated-model viewers, and explicitly requested Gaussian-splat worlds with Mint MCP as the production asset pipeline.

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Install

$ agentstack add skill-mintdotgg-mint-threejs-skills-mint-threejs-skills

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
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24d ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Mint Three.js Skills

Mint's agent skill suite for browser-based Three.js work. It combines and adapts open source Three.js game, application, and graphics-agent workflows, generalized for 3D apps while retaining deep game workflows.

Choose A Route

  • Fresh request whose primary deliverable is one generated model, an animated

model, a coherent model asset pack, one material, a material pack, or one explicitly requested Mint world: read references/asset-viewer.md, then use the app director. The asset is the product; the viewer is its inspection and download shell.

  • General 3D app, viewer, configurator, simulation, walkthrough, editor, or

interactive experience: read skills/threejs-app-director/SKILL.md.

  • Game or game-like request with objectives, challenge, scoring, failure,

progression, or game feel: read skills/threejs-game-director/SKILL.md.

  • Mixed experience: start with the app director, then add only the relevant game

specialists.

Both routes share visual systems, interaction, debugging, QA, and references/mint-mcp-assets.md. Projects that use Mint assets also use the durable registry in references/asset-pipeline.md.

Existing app or game context wins over asset delivery. Generate and integrate a requested asset into that project instead of scaffolding a separate viewer.

Invariants

  • Existing project architecture wins. For greenfield work, default to

TypeScript, Vite, and Three.js modules.

  • Vanilla Three.js is the default; support React Three Fiber or another

Three.js-based stack when the project or user chooses it.

  • Mint MCP is the only generated-asset production pipeline. Keep MCP calls out

of browser runtime code.

  • For every project that imports Mint files or remote world configuration,

maintain a project-root mint-assets.json through scripts/sync-mint-assets.mjs. Reuse stable logical keys and preserve the existing project's asset-root conventions.

  • For every Three.js path that loads Mint-generated GLBs, read

references/gltf-runtime-compatibility.md and use a Draco-capable shared loader. Mint-optimized GLBs are not compatible with a bare GLTFLoader.

  • Prefer discrete generated models and compose them in Three.js. Generate a

Mint world only when the user explicitly chooses a generated environment; then read references/mint-world-splats.md.

  • Use procedural or user-provided assets when they are the right design choice

or Mint MCP lacks the required capability. Never create a competing procedural version of a subject that Mint generated successfully.

  • Before verification, read references/verification-policy.md. Run its

automatic minimum, ask before extended desktop/browser QA, and require a separate secondary approval for mobile QA. Its approval boundary overrides broader specialist completion gates.

  • Do not force game concepts such as objectives, pressure, rewards, or failure

onto general 3D apps.

User-Owned UI

  • Treat the delivered app as the user's product, not as a demo of the

asset-generation pipeline.

  • Keep provider names, branding, badges, generation links, asset IDs, and

provenance out of runtime UI unless the user explicitly asks for them.

  • Mention generation provenance and handoff links only in the final response or

developer documentation.

  • Default to the minimum UI required for the experience: loading and error

status, essential controls, and explicitly requested actions.

  • Do not add headers, title bars, navigation, marketing copy, attribution, or

decorative application chrome unless requested.

  • For the canonical asset viewer, keep the canvas dominant with a compact

centered details dialog opened from an info button plus bottom-centered inspection controls. Do not reserve permanent sidebar space. For other simple viewers and walkthroughs, use a compact bottom-centered control group. Place loading, ready, or error status directly above it using the same compact visual language.

When the user asks for a reusable prompt, use references/request-templates.md.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.