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wolffewolffe/three.js-skills/skills/orchestration/threejs-director/SKILL.md

threejs-director

Skill4 starsChanged 16 days agoMITView on GitHub

The entry point for any Three.js scene, game or simulation request. Use first when a task spans more than one area (geometry, materials, environments, lighting, a playable character, sky, weather, grass, water, terrain shade, vehicles) or when it is not obvious which specialist skill applies. Reads the request, picks the skills, fixes their order and hands over; writes no code of its own.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    When several skills apply, work in this order.

    line 54
  2. Distinctive:

    Before building, state in one short list which skills were chosen and in what order.

    line 95

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Three.js director

Target: Three.js 0.187.0, WebGPU renderer (three/webgpu) and TSL (three/tsl); WebGPU only, no WebGL fallback, no GLSL strings. Everything is generated by code; no model files are loaded. Physics, where needed, is Jolt (jolt-physics WASM).

This skill routes. It does not build anything. Read the request, decide which skills apply, load them in the order below, then follow them. If exactly one skill applies and the request says so, skip this one and load that skill directly.

Routing table

Match the request against the left column. Load every row that matches, not only the first. A parent skill is loaded before its children.

The request mentionsLoadThen
any surface, shader, material, how something looks up closetsl-materialsthe matching child below
glass, windows, windscreens, canopies, portholes, transparent panelsglass
metal, steel, aluminium, brushed, galvanised, cast, machinerymetalrust if aged
painted surfaces, livery, coatings, wear, chipped paintpaintrust if aged
rust, oxidation, corrosion, weathering of steelrustmetal or paint underneath
lake, river, canal, puddle, fountain, wet ground, what water should look likewaterocean-water if it is open sea or needs a mirror
one object with several different surfaces (a vehicle, a machine)material-compositionthe children for each surface
rooms behind windows, lit windows at night, facades seen from outsideinterior-mappingglass for the pane itself
any built geometry: trains, tracks, buildings, bridges, stairs, containers, LOD, polygon budgetprocedural-geometry
pipes, ducts, conduits, cable trays, plant roomspipesmetal, paint
a greenhouse, biodome, hydroponic farm, grow rows, crops under lampsgreenhousepipes for the mains, glass for the envelope, lighting for the lamps
signs, markings, labels, decals, road paint, platform edgessignage
a station, platform, guideway, maglev, rail infrastructurestation-maglevprocedural-geometry, engineered-environments
a dense city, towers, podiums, districts, elevated streetsmegacityprocedural-geometry, engineered-environments, interior-mapping
any large place that must read as working infrastructureengineered-environmentsthe geometry skills for its parts
lights, lamps, fixtures, a street or hall full of lights, how bright, shadows, what is a real lightlightingphoto-sky for the sun
bounce light, global illumination, light probes, light maps, baked lighting, a dim interior, ambient that changes by roomindirect-lightinglighting first
a player, first or third person, walking, WASD, jump, crouchcharacter-kitits four children
moving on a capsule, stairs, slopes, moving platformscharacter-walking
the player camera, orbit, pointer lock, followcharacter-camera
a visible figure for the player without model filescharacter-model
key bindings, mouse look, input handlingcharacter-input
sky, sun, time of day, clouds, dusk, nightphoto-sky
snow, blizzard, rain, weather changing over time, wet roads, spraysnow-weatherphoto-sky for the overcast pools
grass, meadow, ground cover, fields seen from a roadcard-grass
open sea, coast, big water that follows the camera, planar mirror, iceocean-waterwater first for the principles
hills and trees shading terrain in the distance, cheap AO, far shadowsfar-shade
a car, truck, trailer, driving, wheels, suspension, towingjolt-drivingsnow-weather for spray, card-grass for the verge

Order of work

When several skills apply, work in this order. Each stage leaves something the next can stand on, and the measurements of one stage fix the scale of the next.

  1. Place and scale. engineered-environments for what the place is and how it works; the character kit's ruler (1.8 m standing, 2.1 m door, 0.17 m step) even if there is no character, so everything is built at a size a person would read.
  2. Ground, sky and light. Terrain or floor first, then photo-sky, then far-shade if the terrain is large, then lighting for the sun, the fixtures and the local lights, and indirect-lighting where the sun does not reach. Everything after this is lit by them.
  3. Geometry. procedural-geometry and its specialists (station-maglev, megacity, pipes, greenhouse). Build the big masses before the details; decide LOD and instancing now, not after.
  4. Materials. tsl-materials and its children on the geometry just built. material-composition when one object has several surfaces. signage last, on top.
  5. Facades and cover. interior-mapping on building windows, card-grass on open ground, ocean-water where there is sea.
  6. Weather. snow-weather, which reads the sky's cloud state and writes wetness back into materials.
  7. Player and vehicles. character-kit or jolt-driving, last, so the physics colliders are built from finished geometry.

A request for a single thing (one material, one object) uses only the stage it belongs to. Do not pull in the whole order for a material swatch.

Conflicts and overlaps

  • water and ocean-water: water is the principles, ocean-water is the implementation for large or reflective water. Lakes and puddles can use either; the planar mirror in ocean-water is the right tool for a reflective lake.
  • character-kit and jolt-driving both initialise Jolt. One world, two users: build the world once with jolt-driving's createJoltWorld and pass it to the character adapter. The two kits were written against different Jolt releases (1.1.0 and 1.0.0 wasm-compat); use one build and check both against it in the first run.
  • megacity and station-maglev both produce infrastructure. engineered-environments decides the hierarchy before either is loaded.
  • glass and interior-mapping both touch building windows. The pane is glass; what is seen through it is interior-mapping. On a distant facade, interior-mapping alone is enough.

What to say back

Before building, state in one short list which skills were chosen and in what order. Then follow them. Do not restate their content; they are read in full by whoever builds.

Pipelines

Worked orders for common requests. Each arrow is a skill handed the previous one's output.

  • A maglev station at dusk: engineered-environments → station-maglev → procedural-geometry → metal + glass + paint → signage → interior-mapping → photo-sky → character-kit
  • A drivable winter road: photo-sky → far-shade → card-grass (winter palette) → procedural-geometry (road, barriers) → jolt-driving → snow-weather
  • A coastal city: engineered-environments → megacity → procedural-geometry → tsl-materials + material-composition → interior-mapping → ocean-water → photo-sky → character-kit
  • An industrial plant walkthrough: engineered-environments → procedural-geometry → pipes → metal + paint + rust → signage → character-kit
  • One weathered vehicle: material-composition → paint → metal → rust → glass
  • A lunar greenhouse: engineered-environments → greenhouse → pipes (feed mains) → glass + metal + paint → lighting → character-kit

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Your trail

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