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threejs

mrgoonie/claudekit-skills

Build high-performance 3D web apps with Three.js WebGL/WebGPU rendering.

What is threejs?

Three.js is a cross-browser JavaScript library for creating 3D graphics and interactive experiences in the web. Use it for 3D scenes, animations, games, data visualizations, VR/XR experiences, and product configurators.

  • Load and render 3D models (GLTF, FBX, OBJ) with textures and materials
  • Create and animate 3D geometries, cameras, lights, and post-processing effects
  • Build interactive experiences with raycasting, picking, and transform controls
  • Implement PBR materials, custom shaders, and advanced rendering techniques
  • Optimize performance with instancing, LOD, batching, and frustum culling
  • Support WebGL and WebGPU backends for cross-browser compatibility

How to install threejs

npx skills add https://github.com/mrgoonie/claudekit-skills --skill threejs
Prerequisites
  • Node.js and npm installed
  • Basic JavaScript and ES6+ knowledge
  • Understanding of 3D graphics concepts (vectors, matrices, lighting)
Claude Code
Cursor
Windsurf
Cline

How to use threejs

  1. 1.Install the skill using the provided npx command
  2. 2.Review the fundamentals in references/00-fundamentals.md and 01-getting-started.md
  3. 3.Set up a basic scene with THREE.Scene, camera, and renderer
  4. 4.Add geometries, materials, and lights to your scene
  5. 5.Implement the animation loop using requestAnimationFrame
  6. 6.Load external 3D assets using appropriate loaders (GLTF, FBX, OBJ)
  7. 7.Add interactivity with raycasting and controls as needed
  8. 8.Optimize performance using instancing, LOD, and culling techniques

Use cases

Good for
  • Building interactive 3D product configurators and visualization tools
  • Creating WebGL-based games and immersive VR/XR experiences
  • Developing data visualizations and scientific simulations with 3D graphics
  • Adding 3D animations and effects to web applications
  • Implementing physics simulations and spatial audio in web environments
Who it's for
  • 3D graphics developers and WebGL programmers
  • Game developers building web-based games
  • Data visualization and scientific computing specialists
  • Product and UX designers building interactive 3D experiences
  • Full-stack developers adding 3D features to web applications

threejs FAQ

What 3D file formats does Three.js support?

Three.js supports GLTF, FBX, OBJ, SVG, VRML, and other formats through dedicated loaders. GLTF is recommended as the modern standard for web 3D.

Can I use Three.js for VR and XR experiences?

Yes, Three.js has built-in support for VR/XR through WebXR API integration, with examples and documentation for immersive experiences.

How do I optimize Three.js performance for complex scenes?

Use techniques like instancing for repeated objects, LOD (Level of Detail) for distant objects, frustum culling to skip off-screen objects, and batching to reduce draw calls.

What's the difference between WebGL and WebGPU rendering?

WebGL is the established standard with broad browser support; WebGPU is a modern API offering better performance and lower overhead, with Three.js supporting both backends.

Can I create custom shaders in Three.js?

Yes, you can write custom GLSL shaders using ShaderMaterial, or use the newer Node Materials (TSL) for shader graphs without writing raw GLSL code.

Full instructions (SKILL.md)

Source of truth, from mrgoonie/claudekit-skills.


name: threejs description: Build 3D web apps with Three.js (WebGL/WebGPU). Use for 3D scenes, animations, custom shaders, PBR materials, VR/XR experiences, games, data visualizations, product configurators. license: MIT version: 2.0.0

Three.js Development

Build high-performance 3D web applications using Three.js - a cross-browser WebGL/WebGPU library.

When to Use This Skill

Use when working with:

  • 3D scenes, models, animations, or visualizations
  • WebGL/WebGPU rendering and graphics programming
  • Interactive 3D experiences (games, configurators, data viz)
  • Camera controls, lighting, materials, or shaders
  • Loading 3D assets (GLTF, FBX, OBJ) or textures
  • Post-processing effects (bloom, depth of field, SSAO)
  • Physics simulations, VR/XR experiences, or spatial audio
  • Performance optimization (instancing, LOD, frustum culling)

Progressive Learning Path

Level 1: Getting Started

  • Load references/00-fundamentals.md - Fundamentals
  • Load references/01-getting-started.md - Scene setup, basic geometries, materials, lights, rendering loop

Level 2: Common Tasks

  • Asset Loading: references/02-loaders.md - GLTF, FBX, OBJ, texture loaders
  • Textures: references/03-textures.md - Types, mapping, wrapping, filtering
  • Cameras: references/04-cameras.md - Perspective, orthographic, controls
  • Lights: references/05-lights.md - Types, shadows, helpers
  • Animations: references/06-animations.md - Clips, mixer, keyframes
  • Math: references/07-math.md - Vectors, matrices, quaternions, curves
  • Geometry: references/18-geometry.md - Built-in shapes, BufferGeometry, custom geometry, instancing
  • Materials: references/11-materials.md - PBR, basic, phong, lambert, physical, toon, normal, depth, raw, shader materials, material properties

Level 3: Interactive & Effects

  • Interaction: references/08-interaction.md - Raycasting, picking, transforms
  • Post-Processing: references/09-postprocessing.md - Passes, bloom, SSAO, SSR
  • Controls (Addons): references/10-controls.md - Orbit, transform, first-person

Level 4: Advanced Rendering

  • Materials Advanced: references/11-materials-advanced.md - PBR, custom shaders
  • Performance: references/12-performance.md - Instancing, LOD, batching, culling
  • Node Materials (TSL): references/13-node-materials.md - Shader graphs, compute

Level 5: Specialized

  • Physics: references/14-physics-vr.md - Ammo, Rapier, Jolt, VR/XR
  • Advanced Loaders: references/15-specialized-loaders.md - SVG, VRML, domain-specific
  • WebGPU: references/16-webgpu.md - Modern backend, compute shaders
  • Shaders: references/17-shader.md - GLSL, ShaderMaterial, uniforms, custom effects

Quick Start Pattern

// 1. Scene, Camera, Renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 2. Add Objects
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);

// 3. Add Lights
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5, 5, 5);
scene.add(light);
scene.add(new THREE.AmbientLight(0x404040));

// 4. Animation Loop
function animate() {
  requestAnimationFrame(animate);
  cube.rotation.x += 0.01;
  cube.rotation.y += 0.01;
  renderer.render(scene, camera);
}
animate();

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