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.