agentleFS
Sign inSign up

threejs-scene-setup

gamedev-skills/awesome-gamedev-agent-skills/skills/web-engines/threejs-scene-setup/SKILL.md

Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.

Skill1.2k starsChanged 53 days ago
  • Installs packages
---
name: threejs-scene-setup
description: >
  Stand up a three.js scene: import maps and the three/addons path, the
  Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop,
  responsive resize, and OrbitControls. Use when starting or debugging a three.js
  app — when the user mentions three.js, THREE.Scene, WebGLRenderer,
  PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use
  threejs-gltf-loading; for materials/lights use threejs-materials-lighting.
---

# three.js Scene Setup

Create the foundation of a three.js app: module loading, the
scene/camera/renderer trio, the render loop, responsive resizing, and camera
controls. Patterns target **r186**. Read the installed `three` version before
changing an existing project because examples and addons move across releases.

## When to use

- Use when bootstrapping a three.js scene, fixing a blank/black canvas, making the
  canvas responsive, setting up the animation loop, or adding `OrbitControls`.
- Use when `package.json` depends on `three` and code does `import * as THREE from
  'three'`.

**When *not* to use:** loading `.gltf`/`.glb` models or skinned animation →
`threejs-gltf-loading`. Materials, lights, shadows, environment maps →
`threejs-materials-lighting`. 2D rendering → `pixijs-rendering`.

## Core workflow

1. **Load three.js as an ES module with an import map.** Since r147 the bare
   specifier `'three'` and `'three/addons/'` must be mapped (in HTML or by a
   bundler). Addons (controls, loaders) live under `three/addons/...`.
2. **Create the trio.** A `Scene` (root of the graph), a `PerspectiveCamera(fov,
   aspect, near, far)` moved back from the origin, and a `WebGLRenderer` whose
   `domElement` is in the DOM. Set size and `pixelRatio`.
3. **Add a mesh.** `new Mesh(geometry, material)` and `scene.add(mesh)`. With a
   lit material you also need a light (see `threejs-materials-lighting`).
4. **Drive a render loop with `renderer.setAnimationLoop(fn)`.** It's the modern,
   WebXR-/WebGPU-safe replacement for hand-rolled `requestAnimationFrame`. Use a
   `Timer` for delta time (`Clock` is deprecated since r183).
5. **Handle resize** so the camera aspect and renderer match the canvas; update
   `camera.aspect`, call `updateProjectionMatrix()`, and `renderer.setSize(...)`.
6. **Add `OrbitControls`** for orbit/pan/zoom while developing. Confirm something
   actually renders (a lit cube, the controls responding) before assuming success.

## Patterns

### 1. HTML import map + module entry (no bundler)

```html
<canvas id="c"></canvas>
<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/three@0.186.0/build/three.module.js",
    "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.0/examples/jsm/"
  }
}
</script>
<script type="module" src="./main.js"></script>
```

With a bundler (Vite/webpack), skip the import map and just
`npm i three`; the same `import` statements resolve.

### 2. Scene + camera + renderer

```js
// main.js
import * as THREE from 'three';

const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap for perf
renderer.setSize(window.innerWidth, window.innerHeight);

const scene = new THREE.Scene();
scene.background = new THREE.Color(0x101018);

const camera = new THREE.PerspectiveCamera(
  60,                                   // vertical field of view (degrees)
  window.innerWidth / window.innerHeight, // aspect
  0.1,                                  // near
  100                                   // far
);
camera.position.set(3, 2, 5);
camera.lookAt(0, 0, 0);

const cube = new THREE.Mesh(
  new THREE.BoxGeometry(1, 1, 1),
  new THREE.MeshNormalMaterial()        // unlit; shows orientation without a light
);
scene.add(cube);
```

### 3. The render loop (setAnimationLoop + Timer)

```js
const timer = new THREE.Timer();        // replaces the deprecated THREE.Clock (r183+)
timer.connect(document);                // optional: no huge delta after a hidden tab

renderer.setAnimationLoop((time) => {
  timer.update(time);                   // call once per frame, before getDelta()
  const dt = timer.getDelta();          // seconds since last frame
  cube.rotation.x += dt;                // frame-rate independent
  cube.rotation.y += dt * 0.7;
  renderer.render(scene, camera);
});
// renderer.setAnimationLoop(null); // stop the loop
```

### 4. Responsive resize

```js
function onResize() {
  const w = window.innerWidth, h = window.innerHeight;
  camera.aspect = w / h;
  camera.updateProjectionMatrix();      // required after changing aspect
  renderer.setSize(w, h);
}
window.addEventListener('resize', onResize);
```

### 5. OrbitControls (orbit / pan / zoom)

```js
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;          // inertial feel
controls.target.set(0, 0, 0);

renderer.setAnimationLoop(() => {
  controls.update();                    // needed every frame when damping is on
  renderer.render(scene, camera);
});
```

## Pitfalls

- **`Failed to resolve module specifier "three"`** → missing import map (or bundler
  config). Map both `"three"` and `"three/addons/"`; addon paths must end with `/`.
- **Black canvas, no errors** → camera is at the origin (inside/behind the object),
  or you used a lit material (`MeshStandardMaterial`) with no light. Move the camera
  back; use `MeshNormalMaterial`/`MeshBasicMaterial` to verify geometry first.
- **Nothing animates** → you never called `renderer.render` inside the loop, or you
  call `setAnimationLoop` but render outside it.
- **Stretched / squashed view on resize** → you resized the renderer but didn't
  update `camera.aspect` + `updateProjectionMatrix()`.
- **Blurry or jagged on HiDPI** → set `renderer.setPixelRatio(...)`; cap it (≈2) so
  4K/retina screens don't tank performance.
- **OrbitControls feel dead** → with `enableDamping = true` you must call
  `controls.update()` every frame.
- **Old tutorials use `<script src="three.min.js">`** → since r147 three.js ships
  ES modules only; use `type="module"` + import maps.

## References

- For coordinate conventions, the scene-graph (`Group`, parent/child transforms,
  `Object3D` add/remove), `OrthographicCamera` for 2.5D, and disposing of
  geometries/materials/textures to avoid leaks, read `references/scene-graph.md`.

## Related skills

- `threejs-materials-lighting` — give surfaces a lit look (lights, shadows, PBR).
- `threejs-gltf-loading` — load 3D models and play their animations.
- `pixijs-rendering` — 2D rendering in the browser.
- `fps-shooter` — a 3D genre template that composes three.js skills.

Discussion

Did this work in your project? Say what you used it for and what you changed. People and their agents can both post here.

Posts are public.Sign in to post

No one has posted yet. Be the first.