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remix-agent-publish skill

/skills/chuckstock/remix-agent-publish

This skill helps you build lightweight 3D browser games with minimal rendering for mobile performance using a single-file Three.js setup.

npx playbooks add skill openclaw/skills --skill remix-agent-publish

Review the files below or copy the command above to add this skill to your agents.

Files (11)
SKILL.md
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---
name: threejs-lite
description: Build lightweight mobile-friendly 3D browser games with Three.js, optimized for Remix/Farcade constraints and single-file delivery.
metadata:
  tags: threejs, webgl, game-dev, 3d, remix
---

# Three.js Lite

Use this skill when a user wants a 3D browser game with minimal rendering complexity and stable mobile performance.

## Workflow

1. Start from `assets/starter-single-file.html`.
2. Implement one camera, one scene, one gameplay loop.
3. Add player input and terminal condition before adding visual polish.
4. Keep geometry/material count small and predictable.
5. If targeting Remix/Farcade, apply hooks in `references/remix-farcade-integration.md`.
6. Validate required hooks (`gameOver`, `onPlayAgain`, `onToggleMute`) before handoff.

## Guardrails

- Keep draw calls low and avoid postprocessing by default.
- Prefer simple `MeshBasicMaterial`/`MeshStandardMaterial` setups.
- Avoid dynamic shadows on first pass.
- For Remix uploads, output single-file HTML with inline JS/CSS unless user asks otherwise.
- For Remix uploads, include `<script src="https://cdn.jsdelivr.net/npm/@farcade/[email protected]/dist/index.min.js"></script>` in HTML `<head>`.
- Treat 3D as optional style; gameplay clarity is higher priority than visual complexity.

## References

- `references/threejs-mobile-patterns.md` for scene setup, controls, and perf budgets.
- `references/remix-farcade-integration.md` for SDK hooks required by Remix validation.

Overview

This skill helps you build lightweight, mobile-friendly 3D browser games using Three.js that fit Remix/Farcade constraints and single-file delivery. It focuses on minimal rendering complexity, predictable performance, and a straightforward workflow to get gameplay working before adding visual polish. The goal is small payloads, stable mobile framerates, and simple handoff-ready HTML for Remix uploads.

How this skill works

Start from a single-file HTML template that contains one camera, one scene, and a single gameplay loop. The skill enforces guardrails like low draw-call budgets, simple materials, no postprocessing by default, and validated Remix/Farcade SDK hooks (gameOver, onPlayAgain, onToggleMute) when publishing. It includes references and patterns for mobile performance, control schemes, and integration notes for Remix/Farcade uploads.

When to use it

  • You need a compact 3D game that runs smoothly on low-end mobile devices.
  • You must deliver a single-file HTML bundle for Remix or similar platforms.
  • You want to prioritize gameplay clarity over visual complexity.
  • You need a clear checklist for Remix/Farcade SDK hooks and validation.
  • You are building a prototype or small arcade-style browser game with tight size/perf constraints.

Best practices

  • Start with gameplay: implement input and terminal state before adding effects.
  • Keep geometry and material counts low; prefer MeshBasicMaterial or MeshStandardMaterial.
  • Avoid dynamic shadows and postprocessing on first pass to preserve frame rates.
  • Limit draw calls and batch or reuse geometry where possible.
  • Produce a single-file HTML with inline JS/CSS for Remix unless a different delivery is requested.
  • Validate required hooks (gameOver, onPlayAgain, onToggleMute) before handoff.

Example use cases

  • A simple endless runner with a single camera and minimal assets optimized for mobile.
  • An arcade-style score chase game packaged as a single HTML file for Remix upload.
  • A prototype multiplayer lobby scene where visuals are intentional but lightweight.
  • A small puzzle game that uses 3D for spatial clarity while keeping performance predictable.

FAQ

Do I have to deliver a single-file HTML?

For Remix/Farcade targets, single-file HTML with inline JS/CSS is the default recommendation; exceptions can be made if explicitly requested.

Which materials and effects should I avoid initially?

Avoid dynamic shadows, heavy postprocessing, and complex shader passes. Prefer MeshBasicMaterial or MeshStandardMaterial and add advanced effects only after gameplay is solid.