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Discover and install skills, docs, and rules to enhance your AI agent's capabilities.

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NameContainsScore

tinyworld-opacity-torch

jasonkneen/tiny-world-builder

Use when changing ghost boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board.

Skills

jasonkneen/tiny-world-builder

Use when changing the Mesh Terrain sculptor — the opt-in voxel-block landscape designer that paints per-voxel materials and pull/push-sculpts flat-topped blocks, then keeps the block mesh as the rendered terrain. Module engine/world/46-mesh-terrain.js.

Skills

jasonkneen/tiny-world-builder

Use when editing Tiny World Builder prompts, model-generated worlds, Auto suggestions, or any model behavior that should create coherent low-poly 3D board scenes.

Skills

jasonkneen/tiny-world-builder

Use when adding, importing, designing, reviewing, or animating low-poly / stylized 3D assets in Tiny World Builder, including Three.js procedural meshes, GLB/GLTF assets, Poly Pizza models, material palettes, scale/orientation, silhouettes, clouds/planes/crop dusters, and toolbar thumbnails.

Skills

jasonkneen/tiny-world-builder

Use when changing the first-class Island Viewer shell, sequential generated-island viewer routing, or viewer-scoped graphics defaults.

Skills

jasonkneen/tiny-world-builder

Use when changing the home island layout, edge dressing, undersides, autoincentive sponsor banner (now a top-left logo-adjacent DOM banner), plane/crop-duster flight paths, banner streamers, or which side of the island is "front".

Skills

jasonkneen/tiny-world-builder

Use when changing Tiny World Builder API, webhook, SSE, MCP, plugin, or automation examples.

Skills

jasonkneen/tiny-world-builder

Use when changing the in-world CCTV / "Truman Show" surveillance cameras in Tiny World Builder — render-to-texture security feeds, the black-and-white CRT/VHS monitor shader, camera placement (lobby side-cams, pumpkincam, treecams), subject tracking, or the lobby screen cutting to live feeds.

Skills

jasonkneen/tiny-world-builder

Use when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder. The locked-in "block" aesthetic — a raised square with a dark category-colored outline, an inner white line, and a white-bodied glyph outlined in the same dark color. Apply this whenever a new icon button/tile is added so the UI stays consistent.

Skills

jasonkneen/tiny-world-builder

Use when changing Tiny World Builder Auto palette behavior, model inference, suggestions, or provider/model/API-key logic.

Skills

jasonkneen/tiny-world-builder

Use when changing Tiny World Builder selection placement, freehand drawing, asset clipboard, cut/copy/paste/duplicate, saved templates, or Stamps panel navigation.

Skills

jasonkneen/tiny-world-builder

Use when changing the playable 2.5D template sprite, cloning it into character classes, or wiring idle/walk/attack sprite-sheet playback.

Skills

jasonkneen/tiny-world-builder

Add, translate, or audit TinyWorld UI strings across English/French/Chinese/Spanish. Use when adding user-facing gameplay text, when `npm run i18n:check` fails, when a string shows up in English in a non-English locale, or when adding a new language. No translation API — Claude does the translating directly, using the established glossary for consistency.

Skills

jasonkneen/tiny-world-builder

Add, translate, or audit TinyWorld UI strings across English/French/Chinese/Spanish. Use when adding user-facing gameplay text, when `npm run i18n:check` fails, when a string shows up in English in a non-English locale, or when adding a new language. No translation API — Codex does the translating directly, using the established glossary for consistency.

Skills

jasonkneen/tiny-world-builder

create robust, browser-runnable three.js primitive reconstructions from static low-poly, voxel, isometric, or stylized game-art reference images. use when the user asks to turn an image or prompt into a three.js/html asset, generate a primitive-only scene, debug non-rendering three.js output, or produce a reusable prompt/template for low-poly three.js reconstruction.

Skills

jasonkneen/tiny-world-builder

Use this skill whenever an LLM agent needs to search, browse, or download 3D models from Poly Pizza (poly.pizza) using their REST API. Triggers on any task involving: finding free low-poly 3D models, searching the Poly Pizza catalogue, fetching model metadata or download URLs, retrieving popular models, or downloading .glb files from Poly Pizza. Use this skill proactively whenever the agent needs to obtain 3D assets programmatically, even if the user just says "find me a 3D model of X" without mentioning Poly Pizza by name.

Skills

jasonkneen/tiny-world-builder

Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js. Use this skill when adding pseudo-3D illustrations, animated backgrounds, parallax tilt effects, decorative 3D elements, or subtle depth effects without heavy frameworks. Triggers on tasks involving Zdog pseudo-3D, Vanta.js backgrounds, Vanilla-Tilt parallax, card tilt effects, hero section animations, or lightweight landing page visuals. Ideal for performance-focused designs.

Skills

jasonkneen/tiny-world-builder

Delegate analysis- and context-heavy work to Fractal, an agentic CLI powered by a self-harnessed Recursive Language Model (predict-rlm), by running it non-interactively (fractal -p). Reach for it when a task needs reasoning over a large or deep codebase, synthesizing an answer across many files, auditing, or open-ended investigation — work that would otherwise flood your own context. The RLM reasons over context programmatically (no context rot) and returns a distilled answer. Use when asked to run Fractal headless, script it, call it from CI or another agent, or offload a heavy analysis/large-context task. Less suited to trivial single-file edits you can do directly.

Skills

jasonkneen/tiny-world-builder

Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hard surface, organic modeling, sculpting, zbrush, blender modeling, maya modeling, 3ds max, LOD, level of detail, game ready mesh, film ready, baking normals, high to low, fbx export, gltf export, texel density, 3d, modeling, topology, uv, game-dev, vfx, blender, maya, zbrush, retopology, lod, hard-surface, organic, sculpting" mentioned.

Skills

eloqdata/eloqkv

Use when pull request review comments, requested changes, or reviewer questions need to be investigated, addressed, or answered.

Skills

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