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SKILL verified MIT Self-run

Threejs Gameplay Systems

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

Design and implement playable Three.js game loops, architecture, controls, cameras, physics, levels, encounters, audio hooks, feedback, and game feel.

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Install

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

✓ 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.

Preview Execution monitoring

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About

Three.js Gameplay Systems

Create a playable, maintainable loop with clear ownership and responsive controls.

Read By Need

  • Always for implementation: references/gameplay-workflows.md.
  • New games, major loop changes, levels, encounters, progression, or difficulty:

references/game-design-level-design.md.

  • Physics or collision-heavy work: references/physics-engine-selection.md.
  • Model axes, constrained motion, multiple moving actors, or terrain queries:

../../references/spatial-contracts.md.

  • Feel, impact, juice, or polished gameplay: references/game-feel.md.
  • Before claiming broad gameplay complete: references/quality-gates.md.
  • Generated audio or 3D gameplay assets:

../../references/mint-mcp-assets.md.

Workflow

  1. Inspect scripts, dependencies, loop ownership, input, camera, state, entities,

UI, diagnostics, and current gameplay.

  1. Define the player promise, primary verb, objective, pressure, reward,

fail/retry path, skill expression, and non-goals.

  1. Plan the first playable space or encounter: start, decision, threat, reward,

escalation, recovery, and landmarks.

  1. Choose small ownership boundaries such as core, game, entities,

systems, assets, ui, and tests.

  1. Implement in playable increments: input, state, entity, collision/physics,

feedback, HUD/audio event, and diagnostics.

  1. Tune movement, camera, timing, difficulty, feedback, and restart through

short play loops.

  1. Verify build, browser rendering, real input, objective progress, and

fail/retry when relevant.

Gameplay code emits audio events. Mint-produced audio files belong in a stable runtime asset matrix; Mint MCP calls never belong in browser code.

New-Game Scaffold

python3 /scripts/create_threejs_game.py ./my-game

Use --force only when overwriting the target is intended.

Technical Defaults

  • TypeScript, Vite, and Three.js modules.
  • Custom collision for simple arcade triggers; Rapier for robust rigid-body

gameplay; cannon-es only when its smaller JavaScript footprint is useful.

  • Fixed-step simulation for physics and seeded randomness for deterministic QA.
  • Shared resources, explicit update order, and allocation-light hot paths.
  • Web Audio for playback; Mint MCP for generated production audio.

Final Response

Report player-facing behavior, controls, design/level decisions when relevant, architecture, tuned values, verification evidence, assets, and remaining edge cases.

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.