three
Skill48 starsChanged 6 months agoMITView on GitHub
Three.js and WebGL adapter patterns for HyperFrames. Use when creating deterministic Three.js scenes, WebGL canvas layers, AnimationMixer timelines, camera motion, shader-driven visuals, or canvas renders that respond to HyperFrames hf-seek events.
We split this skill into the rules it gives an agent
4 rules. 1 is common, 0 are distinctive, and 3 are very specific to this project.
1
Common
Most of the 7 edited versions we read keep these.
0
Distinctive
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Common: line 13
Create the scene, camera, renderer, materials, and assets synchronously when possible.
- Very specific: line 17
Avoid requestAnimationFrame or renderer.setAnimationLoop as the source of truth for render-critical motion.
- Very specific: line 78
If several mixers exist, seek all of them from the same time.
- Very specific: line 96
After editing a Three.js composition:
“Common” is measured: kept by at least 6 in 10 of the 7 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Three.js for HyperFrames
HyperFrames supports Three.js through its three runtime adapter. The adapter does not own your scene. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact frame.
Contract
- Create the scene, camera, renderer, materials, and assets synchronously when possible.
- Render from HyperFrames time, not wall-clock time.
- Listen for the
hf-seekevent and render exactly that time. - Load models, textures, and HDRIs before render-critical seeking. Do not fetch them at seek time.
- Avoid
requestAnimationFrameorrenderer.setAnimationLoopas the source of truth for render-critical motion.
The adapter sets window.__hfThreeTime and dispatches new CustomEvent("hf-seek", { detail: { time } }) on each seek.
Basic Pattern
<canvas id="three-layer"></canvas>
<script type="module">
import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.181.2/+esm";
const canvas = document.getElementById("three-layer");
const renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true });
// Match these to your composition's frame size.
renderer.setSize(1920, 1080, false);
renderer.setPixelRatio(1);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(35, 1920 / 1080, 0.1, 100);
camera.position.set(0, 0, 6);
const mesh = new THREE.Mesh(
new THREE.IcosahedronGeometry(1.4, 4),
new THREE.MeshStandardMaterial({ color: 0x64d2ff, roughness: 0.38 }),
);
scene.add(mesh);
scene.add(new THREE.HemisphereLight(0xffffff, 0x223344, 2));
function renderAt(time) {
mesh.rotation.y = time * 0.7;
mesh.rotation.x = Math.sin(time * 0.6) * 0.16;
renderer.render(scene, camera);
}
window.addEventListener("hf-seek", (event) => {
renderAt(event.detail.time);
});
renderAt(window.__hfThreeTime || 0);
</script>#three-layer {
width: 100%;
height: 100%;
display: block;
}AnimationMixer Pattern
For GLTF or authored clip animation, seek the mixer directly:
function renderAt(time) {
mixer.setTime(time);
renderer.render(scene, camera);
}If several mixers exist, seek all of them from the same time.
Good Uses
- Deterministic 3D objects, product spins, particles with seeded data, and shader plates.
- Camera moves derived from
time. - GLTF animation clips when assets are local and loaded before validation completes.
Avoid
- Using
Date.now(),performance.now(), or clock deltas to update scene state. - Leaving render-critical work inside a free-running animation loop.
- Loading remote models or textures at render time.
- Device-pixel-ratio dependent output. Pin renderer size and pixel ratio for video renders.
- Post-processing passes that depend on previous frame history unless you can reconstruct state from time.
Validation
After editing a Three.js composition:
npx hyperframes lint
npx hyperframes validateCredits And References
- HyperFrames adapter source:
packages/core/src/runtime/adapters/three.ts. - Three.js
WebGLRendererdocs: https://threejs.org/docs/pages/WebGLRenderer.html - Three.js
AnimationMixer.setTime()docs: https://threejs.org/docs/pages/AnimationMixer.html
Other versions8 projects use a version of this.
Word for word · 0
None found.
Edited · 6
- boraoztunc/skills★ 337100% same
- delorenj/skills★ 16100% same
- hoanghd218/claude-code-2-days★ 8100% same
- Biznomad/claude-skills★ 0100% same
- Fldicoahkiin/WalDrive★ 0100% same
- florattu/claude-skills★ 0100% same
Wrote their own version · 2
- magnus919/agent-skills★ 162same name
- wormholeportal/Makone★ 27same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
Used alongsideProjects with it also use contribute-catalog, typegpu and 2 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
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