DevSkyy Immersive 3D Web Development
Use when working with 3D graphics, WebGL, Three.js, React Three Fiber, Babylon.js, WebXR, VR/AR experiences, shaders, physics engines, or any immersive web content. Triggers on keywords like "3d", "three.js", "webgl", "babylon", "r3f", "shader", "vr", "ar", "xr", "immersive", "scene", "mesh", "animation".
git clone https://github.com/The-Skyy-Rose-Collection-LLC/DevSkyy
T=$(mktemp -d) && git clone --depth=1 https://github.com/The-Skyy-Rose-Collection-LLC/DevSkyy "$T" && mkdir -p ~/.claude/skills && cp -r "$T/wordpress-copilot/skills/immersive-3d-web-development" ~/.claude/skills/the-skyy-rose-collection-llc-devskyy-immersive-3d-web-development && rm -rf "$T"
wordpress-copilot/skills/immersive-3d-web-development/SKILL.mdImmersive 3D Web Development
Expert knowledge for creating immersive 3D experiences on the web using Three.js, React Three Fiber, Babylon.js, and WebXR technologies.
When to Use This Skill
Apply this skill when:
- Building 3D product configurators or visualizers
- Creating immersive web experiences (galleries, tours, showrooms)
- Developing WebXR applications (VR/AR)
- Implementing custom shaders or visual effects
- Optimizing 3D scene performance
- Working with 3D models (glTF, FBX, OBJ)
- Integrating physics simulations
- Creating interactive 3D environments
Core Libraries
Three.js (Foundation)
Use for: Low-level 3D control, maximum flexibility
Key concepts:
- Scene graph hierarchy (Scene → Camera → Objects)
- Geometries (BoxGeometry, SphereGeometry, BufferGeometry)
- Materials (MeshBasicMaterial, MeshStandardMaterial, ShaderMaterial)
- Lighting (AmbientLight, DirectionalLight, PointLight, SpotLight)
- Cameras (PerspectiveCamera, OrthographicCamera)
- Renderers (WebGLRenderer, WebGPURenderer)
Example setup:
import * as THREE from 'three'; import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'; // Scene setup const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); renderer.setSize(window.innerWidth, window.innerHeight); renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); document.body.appendChild(renderer.domElement); // Controls const controls = new OrbitControls(camera, renderer.domElement); controls.enableDamping = true; // Lighting const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); scene.add(ambientLight); const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); directionalLight.position.set(5, 10, 7.5); scene.add(directionalLight); // Animation loop function animate() { requestAnimationFrame(animate); controls.update(); renderer.render(scene, camera); } animate();
React Three Fiber (R3F)
Use for: React integration, declarative 3D, component-based architecture
Benefits:
- Declarative syntax (JSX for 3D)
- React hooks integration
- Built-in resize handling
- Automatic disposal
- Better performance with React 18
Example component:
import { Canvas } from '@react-three/fiber'; import { OrbitControls, PerspectiveCamera } from '@react-three/drei'; function ProductModel({ modelUrl }) { const gltf = useGLTF(modelUrl); return ( <primitive object={gltf.scene} scale={1.5} position={[0, 0, 0]} /> ); } function Scene() { return ( <Canvas shadows dpr={[1, 2]}> <PerspectiveCamera makeDefault position={[0, 0, 5]} /> <ambientLight intensity={0.5} /> <directionalLight position={[5, 10, 7.5]} intensity={0.8} castShadow /> <ProductModel modelUrl="/models/product.glb" /> <OrbitControls enableDamping dampingFactor={0.05} minDistance={2} maxDistance={10} /> </Canvas> ); }
Babylon.js
Use for: Game-like experiences, complete engine, built-in physics
Benefits:
- Comprehensive game engine
- Built-in physics (Cannon.js, Ammo.js, Havok)
- Advanced animation system
- Scene optimizer
- Inspector for debugging
Example:
import * as BABYLON from '@babylonjs/core'; const canvas = document.getElementById('renderCanvas'); const engine = new BABYLON.Engine(canvas, true); const createScene = () => { const scene = new BABYLON.Scene(engine); const camera = new BABYLON.ArcRotateCamera( 'camera', Math.PI / 2, Math.PI / 2, 5, BABYLON.Vector3.Zero(), scene ); camera.attachControl(canvas, true); const light = new BABYLON.HemisphericLight( 'light', new BABYLON.Vector3(0, 1, 0), scene ); // Load glTF model BABYLON.SceneLoader.ImportMesh( '', '/models/', 'product.glb', scene, (meshes) => { // Model loaded } ); return scene; }; const scene = createScene(); engine.runRenderLoop(() => scene.render());
Performance Optimization
Level of Detail (LOD)
Swap models based on camera distance:
import { LOD } from 'three'; const lod = new LOD(); // High detail (close) lod.addLevel(highDetailMesh, 0); // Medium detail lod.addLevel(mediumDetailMesh, 50); // Low detail (far) lod.addLevel(lowDetailMesh, 100); scene.add(lod); // Update in animation loop lod.update(camera);
Instancing
Render many similar objects efficiently:
import { InstancedMesh } from 'three'; const geometry = new THREE.BoxGeometry(1, 1, 1); const material = new THREE.MeshStandardMaterial({ color: 0xB76E79 }); const count = 1000; const mesh = new InstancedMesh(geometry, material, count); // Set individual positions/rotations const matrix = new THREE.Matrix4(); for (let i = 0; i < count; i++) { matrix.setPosition( Math.random() * 100 - 50, Math.random() * 100 - 50, Math.random() * 100 - 50 ); mesh.setMatrixAt(i, matrix); } mesh.instanceMatrix.needsUpdate = true; scene.add(mesh);
GPU Optimization
// Texture compression import { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader'; const ktx2Loader = new KTX2Loader(); ktx2Loader.setTranscoderPath('/basis/'); ktx2Loader.detectSupport(renderer); // Load compressed texture ktx2Loader.load('/textures/diffuse.ktx2', (texture) => { material.map = texture; }); // Geometry compression import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'; const dracoLoader = new DRACOLoader(); dracoLoader.setDecoderPath('/draco/'); const gltfLoader = new GLTFLoader(); gltfLoader.setDRACOLoader(dracoLoader);
Shaders & Custom Effects
Custom Shader Material
// Vertex Shader (vertex.glsl) uniform float uTime; varying vec2 vUv; varying vec3 vNormal; void main() { vUv = uv; vNormal = normalize(normalMatrix * normal); vec3 pos = position; pos.y += sin(position.x * 2.0 + uTime) * 0.1; gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0); } // Fragment Shader (fragment.glsl) uniform vec3 uColor; uniform float uTime; varying vec2 vUv; varying vec3 vNormal; void main() { // Fresnel effect vec3 viewDirection = normalize(cameraPosition - vNormal); float fresnel = pow(1.0 - dot(viewDirection, vNormal), 3.0); // Animated gradient float gradient = sin(vUv.y * 10.0 + uTime) * 0.5 + 0.5; vec3 color = mix(uColor, vec3(1.0), fresnel * gradient); gl_FragColor = vec4(color, 1.0); }
import vertexShader from './vertex.glsl'; import fragmentShader from './fragment.glsl'; const shaderMaterial = new THREE.ShaderMaterial({ uniforms: { uTime: { value: 0 }, uColor: { value: new THREE.Color(0xB76E79) } }, vertexShader, fragmentShader }); // Update in animation loop shaderMaterial.uniforms.uTime.value = elapsedTime;
Physics Integration
Cannon.js with React Three Fiber
import { Physics, useBox, usePlane } from '@react-three/cannon'; function Box() { const [ref, api] = useBox(() => ({ mass: 1, position: [0, 5, 0] })); return ( <mesh ref={ref} castShadow> <boxGeometry args={[1, 1, 1]} /> <meshStandardMaterial color="orange" /> </mesh> ); } function Plane() { const [ref] = usePlane(() => ({ rotation: [-Math.PI / 2, 0, 0] })); return ( <mesh ref={ref} receiveShadow> <planeGeometry args={[100, 100]} /> <meshStandardMaterial color="lightblue" /> </mesh> ); } function Scene() { return ( <Canvas> <Physics gravity={[0, -9.8, 0]}> <Box /> <Plane /> </Physics> </Canvas> ); }
WebXR (VR/AR)
VR Setup with Three.js
// Enable VR renderer.xr.enabled = true; // Add VR button document.body.appendChild(VRButton.createButton(renderer)); // Controllers const controller1 = renderer.xr.getController(0); const controller2 = renderer.xr.getController(1); scene.add(controller1, controller2); // Use setAnimationLoop instead of requestAnimationFrame renderer.setAnimationLoop(() => { renderer.render(scene, camera); });
AR with React Three Fiber
import { ARButton, XR } from '@react-three/xr'; function ARScene() { return ( <> <ARButton /> <Canvas> <XR> <ambientLight intensity={0.5} /> <mesh position={[0, 1, -2]}> <boxGeometry /> <meshStandardMaterial color="red" /> </mesh> </XR> </Canvas> </> ); }
SkyyRose-Specific Patterns
Luxury Product Viewer
import { Canvas, useLoader } from '@react-three/fiber'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'; import { Environment, ContactShadows } from '@react-three/drei'; function LuxuryProductViewer({ modelPath }) { const gltf = useLoader(GLTFLoader, modelPath); return ( <Canvas camera={{ position: [0, 0, 5], fov: 45 }} shadows> {/* Rose gold environment lighting */} <Environment preset="sunset" /> {/* Product model */} <primitive object={gltf.scene} scale={1.5} rotation={[0, Math.PI / 4, 0]} /> {/* Soft shadows */} <ContactShadows position={[0, -1, 0]} opacity={0.4} scale={10} blur={2} far={4} /> {/* Rose gold accent light */} <pointLight position={[5, 5, 5]} color="#B76E79" intensity={0.3} /> <OrbitControls enableDamping minPolarAngle={Math.PI / 4} maxPolarAngle={Math.PI / 2} /> </Canvas> ); }
Best Practices
Performance Targets
- Desktop: 60 FPS minimum
- Mobile: 30 FPS minimum
- Draw calls: < 100 per frame
- Triangles: < 100k visible
- Textures: Compressed (KTX2, Basis Universal)
Model Optimization
- Decimate geometry in Blender (target: < 50k triangles)
- Compress with Draco for glTF files
- Use texture atlases to reduce draw calls
- Bake lighting for static objects
- LOD meshes for far distances
Memory Management
// Dispose geometries and materials geometry.dispose(); material.dispose(); texture.dispose(); // Dispose entire object tree object.traverse((child) => { if (child.geometry) child.geometry.dispose(); if (child.material) { if (Array.isArray(child.material)) { child.material.forEach(m => m.dispose()); } else { child.material.dispose(); } } });
Troubleshooting
Black Screen
- Check camera position (not inside geometry)
- Verify lights are added to scene
- Check renderer size matches canvas
Poor Performance
- Enable stats.js to measure FPS
- Check draw call count (renderer.info.render.calls)
- Use Chrome DevTools Performance profiler
- Reduce geometry complexity
- Use instancing for repeated objects
Textures Not Loading
- Check file paths (case-sensitive)
- Verify CORS headers for external resources
- Use texture loading manager for progress
- Check texture size (power of 2 for mipmaps)
References
See
references/ directory for:
- Three.js core conceptsthreejs-fundamentals.md
- React Three Fiber patternsr3f-patterns.md
- Babylon.js complete guidebabylonjs-guide.md
- WebXR specification and exampleswebxr-api.md
- GLSL shader recipesshader-cookbook.md
- Physics engine integrationphysics-integration.md
- 3D performance tuningperformance-optimization.md
Examples
See
examples/ directory for working implementations:
- Basic Three.js setupthreejs-scene.js
- React Three Fiber componentr3f-component.jsx
- Babylon.js initializationbabylonjs-setup.js
- Custom shader effectscustom-shader.glsl
- Physics simulationphysics-demo.js
- WebXR VR/AR examplexr-experience.js
Scripts
See
scripts/ directory for utilities:
- glTF model optimizationoptimize-model.js
- Texture compression pipelinecompress-textures.sh
- Performance benchmarkingbenchmark-scene.js