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three

Skill27 starsChanged 2 months agoMITView on GitHub

Three.js API reference and engine engineering - lookup, not design. Use when you know what you want and need the how, or when you hit a recurring engine failure mode (blank canvas, allocation churn, update-order bugs).

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Projects with it also use contribute-catalog, typegpu and 2 more.

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  • FldicoahkiinSkill

    contribute-catalog

    Author a new HyperFrames registry block (caption style, VFX block, transition, lower third) or component (text effect, overlay, snippet) and ship it as an upstream PR to the hyperframes repo. Use ONLY when the user wants to CONTRIBUTE to the public catalog — for in-project caption/transition authoring use the `hyperframes` skill, for installing existing registry items use the `hyperframes-registry` skill.

    Also in 4 projects that use this

  • software-mansion-labsSkill

    typegpu

    TypeGPU is type-safe WebGPU in TypeScript. Use whenever the user writes, debugs, or designs TypeGPU code: 'use gpu' shader functions, tgpu.fn, buffers, textures, bind groups, compute and render pipelines, command encoders, render passes, render bundles, vertex layouts, slots, accessors, @typegpu/react hooks (useRoot, useFrame, useUniform), React Native worklet rendering, and any TypeGPU API. Shader logic and CPU-side resources are tightly coupled - handle both sides here even if the user only mentions one (e.g. "how do I write a shader", "how do I create a buffer"). Trigger on any mention of typegpu, tgpu, "use gpu", TypedGPU, or WebGPU code written using TypeGPU's schema API (d.*, tgpu.*, std.*). Do NOT trigger for raw WebGPU (using GPUDevice/GPURenderPipeline directly without tgpu), WGSL-only questions, Three.js, Babylon.js, or WebGL.

    Also in 4 projects that use this

  • MicrosoftSkill

    impeccable

    Use when the user wants to design, redesign, shape, critique, audit, polish, simplify, harden, animate, or otherwise improve a frontend interface: websites, landing pages, dashboards, product UI, components, forms, settings, onboarding, empty states, and native iOS or Android screens. Handles UX review, hierarchy, layout, typography, color, motion, UX copy, accessibility, responsive behavior, edge cases, and capturing or documenting design systems (DESIGN.md, tokens). Also for making bland UI bolder, loud UI quieter, or ambitious visual effects. Not for backend-only or non-UI tasks.

    Also in 3 projects that use this

  • BlockSkill

    frontend-design

    Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, or applications. Generates creative, polished code that avoids generic AI aesthetics.

    Also in 3 projects that use this

The file

Files
SKILL.md

three/ — Three.js reference + engine engineering

Lookup, not design. Come here when you know what you want and need the how. Design decisions live in skills/craft/ and skills/world/.

API reference

pagewhat it answers
fundamentals.mdScene setup, cameras, renderer, Object3D hierarchy, transforms
geometry.mdBuilt-in shapes, BufferGeometry, custom meshes, instancing
materials.mdPBR / basic / phong / shader materials and their properties
textures.mdTexture types, UV mapping, cubemaps, HDR, texture settings
lighting.mdLight types, shadows, IBL, lighting cost
shaders.mdGLSL, ShaderMaterial, uniforms, extending built-in materials
postprocessing.mdEffectComposer, bloom, DOF, colour grading, screen-space effects
animation.mdKeyframe / skeletal animation, morph targets, mixing, procedural motion
interaction.mdRaycasting, controls, mouse/touch input, object selection
loaders.mdGLTF, textures, HDR, async loading patterns

Contract templates

  • scene-template.md — the WorldModule skeleton every world starts from
  • cinematic.md — the cinematic cap: camera paths, seekTo, timeline capture
  • reference-library.md — the external reference library (references/): discovery, routing, integrating ez-tree / spiri0-ocean / three-nebula / lygia

Engine engineering (recurring failure modes)

  • blank-canvas.md — blank page? start here (docs/principles.md E3)
  • instancing-traps.md — everything renders black or muddy? the four InstancedMesh traps, all of which look like lighting bugs and are not (verify warns about them)
  • shared-resources.md — the allocation rule (E4)
  • update-order.md — what must happen before what, and data coherence (E6)
  • timestep.md — when a fixed step is required
  • object-pooling.md · spatial-partitioning.md — when the frame budget bites
  • mouse-picking.md — raycasting and picking in practice

Physics has no doc yet: runtime/ has no physics wrapper, and writing a guide for an API that doesn't exist is how the last one rotted. Wire Rapier in a real world first, then write the page.

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