build-game-map-editor

Builds production-linked Three.js map editors with versioned draft documents and gated access.

5.7k|685|Updated Feb 3, 2026
One-click install
npx skills add https://github.com/MengTo/Skills --skill build-game-map-editor
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: build-game-map-editor
Source: https://github.com/MengTo/Skills/tree/main/agent-skills/game-development/build-game-map-editor
Command: npx skills add https://github.com/MengTo/Skills --skill build-game-map-editor

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Game teams need a safe way to inspect and reposition enemies, spawns, pickups, and gates without mutating live gameplay data or shipping an unsecured internal tool.

Core Features & Use Cases

  • Versioned Editor Documents: Derive a schema-validated draft document from production placements with stable source IDs, flat-plane enforcement, and bounded undo history.
  • Director Scene & Interactions: Render a paused Three.js director view with outliner search, layer toggles, drag-and-snap placement, camera focus, and enemy aggro, leash, and patrol overlays.
  • Secured Private Route: Gate the editor behind an exact IP allowlist, HMAC-signed IP-bound sessions, and fail-closed server rendering.
  • Use Case: A designer drags enemy placements in a paused isometric world, exports a validated JSON proposal, and an engineer integrates the diff into authoritative source after tests and review.

Quick Start

Use the build-game-map-editor skill to create a private, production-linked map editor for this Three.js game with draft export and access gating.

Frequently Asked Questions about build-game-map-editor

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build a map editor for a Three.js game?

Derive a versioned editor document from production placements, render a paused director scene reusing the production world builder, and add selection, drag-and-snap, and inspector controls. Keep drafts isolated and export validated JSON proposals rather than mutating gameplay data.

How do I keep map editor drafts from changing live gameplay?

Treat the editor document as an isolated draft stored locally, and export it only as a validated proposal. Integration happens through a separate reviewed workflow that maps changes back to authoritative source, runs tests, and releases normally.

How do I secure a private internal game editor route?

Render the route dynamically with noindex, fail closed when configuration is missing, apply an exact IP allowlist from the trusted edge header, and issue short-lived HMAC-signed sessions bound to the client IP in a secure HTTP-only cookie.

What validation should a game map editor document have?

Require an exact schema and version, cap document size and entity counts, reject duplicate IDs, non-finite values, unknown kinds, and out-of-range coordinates. For flat-world games, enforce Y equals zero and require the imported entity manifest to match production.

Can the map editor expose enemy AI settings like aggro and patrol?

Yes, the inspector can expose settings with clear gameplay contracts such as aggro radius, target-loss timing, patrol modes, waypoints, and leash bounds, with world-space overlays. Source-owned settings stay read-only unless a validated write-back path exists.