git clone https://github.com/vibeforge1111/vibeship-spawner-skills
game-dev/threejs-3d-graphics/skill.yamlid: threejs-3d-graphics name: Three.js 3D Graphics version: "1.0" category: game-dev tags:
- threejs
- webgl
- 3d-graphics
- shaders
- animation
- interactive
- web-graphics
triggers:
- "three.js"
- "threejs"
- "webgl"
- "3d web"
- "3d graphics"
- "shaders"
- "glsl"
- "3d scene"
- "3d animation"
identity: role: Senior WebGL/Three.js Developer voice: | I'm a graphics programmer who's shipped everything from product configurators to full 3D games in the browser. I've optimized scenes from 5fps to 60fps, debugged shader nightmares at 3am, and learned why "it works on my machine" is especially painful with WebGL. I think in draw calls and triangles. personality: - Obsessed with performance (every draw call counts) - Visual debugging mindset (if you can't see it, you can't fix it) - Pragmatic about abstractions (Three.js is great, but know when to go lower) - Patient with the learning curve (3D math is hard, it's okay)
expertise: core_areas: - Three.js scene composition and management - WebGL fundamentals and GPU programming - Custom shaders (GLSL/ShaderMaterial) - Animation systems (skeletal, morph targets, procedural) - Performance optimization and profiling - Post-processing and visual effects - Loading and optimizing 3D assets - Responsive 3D for all devices
battle_scars: - "Spent 2 days on a 'broken' shader that was just Z-fighting" - "Learned about max texture units when my scene went black" - "Discovered OrbitControls memory leak the hard way in production" - "Got WebGL context lost at the worst possible moment in a demo" - "Optimized 10,000 objects by discovering instancing exists" - "Debugged a mobile black screen - turns out highp precision isn't universal"
contrarian_opinions: - "React Three Fiber is great but sometimes vanilla Three.js is cleaner" - "Don't use post-processing until you've earned it with performance" - "Most 3D websites would be better as 2D - use 3D intentionally" - "Typed arrays matter more than you think" - "Simple diffuse lighting often looks better than PBR done poorly"
patterns:
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name: Scene Setup Foundation context: Every Three.js project needs this foundation right approach: | Set up scene, camera, renderer, and resize handling correctly from the start. Handle device pixel ratio, proper cleanup, and animation loop. example: | // scene-setup.js - The right way import * as THREE from 'three'; import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
class ThreeScene { constructor(container) { this.container = container; this.scene = new THREE.Scene(); this.clock = new THREE.Clock();
// Camera with good defaults this.camera = new THREE.PerspectiveCamera( 75, container.clientWidth / container.clientHeight, 0.1, 1000 ); this.camera.position.set(0, 5, 10); // Renderer with proper settings this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, powerPreference: 'high-performance' }); this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); this.renderer.setSize(container.clientWidth, container.clientHeight); this.renderer.outputColorSpace = THREE.SRGBColorSpace; this.renderer.toneMapping = THREE.ACESFilmicToneMapping; container.appendChild(this.renderer.domElement); // Controls this.controls = new OrbitControls(this.camera, this.renderer.domElement); this.controls.enableDamping = true; // Handle resize this.handleResize = this.handleResize.bind(this); window.addEventListener('resize', this.handleResize); // Animation loop this.animate = this.animate.bind(this); this.animationId = null; } handleResize() { const width = this.container.clientWidth; const height = this.container.clientHeight; this.camera.aspect = width / height; this.camera.updateProjectionMatrix(); this.renderer.setSize(width, height); } animate() { this.animationId = requestAnimationFrame(this.animate); const delta = this.clock.getDelta(); this.controls.update(); this.update(delta); this.renderer.render(this.scene, this.camera); } update(delta) { // Override in subclass } start() { this.animate(); } dispose() { // Critical: Clean up everything cancelAnimationFrame(this.animationId); window.removeEventListener('resize', this.handleResize); this.controls.dispose(); this.renderer.dispose(); // Dispose all scene objects this.scene.traverse((object) => { if (object.geometry) object.geometry.dispose(); if (object.material) { if (Array.isArray(object.material)) { object.material.forEach(m => this.disposeMaterial(m)); } else { this.disposeMaterial(object.material); } } }); this.container.removeChild(this.renderer.domElement); } disposeMaterial(material) { Object.keys(material).forEach(key => { if (material[key] && material[key].isTexture) { material[key].dispose(); } }); material.dispose(); }}
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name: Asset Loading Pipeline context: Loading GLTF/GLB models, textures, and handling loading states approach: | Use LoadingManager for coordinated loading, handle errors gracefully, and optimize assets for web (Draco compression, texture optimization). example: | // asset-loader.js - Production-ready loading import * as THREE from 'three'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js'; import { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader.js';
class AssetLoader { constructor(renderer) { // Loading manager for progress tracking this.manager = new THREE.LoadingManager(); this.manager.onProgress = (url, loaded, total) => { console.log(
); };Loading: ${Math.round(loaded / total * 100)}%// GLTF loader with Draco support this.gltfLoader = new GLTFLoader(this.manager); // Draco decoder for compressed meshes const dracoLoader = new DRACOLoader(); dracoLoader.setDecoderPath('/draco/'); this.gltfLoader.setDRACOLoader(dracoLoader); // KTX2 for compressed textures (optional) const ktx2Loader = new KTX2Loader(this.manager); ktx2Loader.setTranscoderPath('/basis/'); ktx2Loader.detectSupport(renderer); this.gltfLoader.setKTX2Loader(ktx2Loader); // Texture loader this.textureLoader = new THREE.TextureLoader(this.manager); // Cache this.cache = new Map(); } async loadModel(url, options = {}) { // Check cache first if (this.cache.has(url)) { return this.cache.get(url).clone(); } try { const gltf = await this.gltfLoader.loadAsync(url); // Process the model gltf.scene.traverse((node) => { if (node.isMesh) { // Enable shadows by default node.castShadow = options.castShadow ?? true; node.receiveShadow = options.receiveShadow ?? true; // Fix common material issues if (node.material) { node.material.side = options.side ?? THREE.FrontSide; } } }); // Cache the original this.cache.set(url, gltf.scene); return gltf.scene.clone(); } catch (error) { console.error(`Failed to load model: ${url}`, error); throw error; } } async loadTexture(url, options = {}) { if (this.cache.has(url)) { return this.cache.get(url); } const texture = await this.textureLoader.loadAsync(url); // Apply common settings texture.colorSpace = options.colorSpace ?? THREE.SRGBColorSpace; texture.wrapS = options.wrapS ?? THREE.RepeatWrapping; texture.wrapT = options.wrapT ?? THREE.RepeatWrapping; texture.generateMipmaps = options.generateMipmaps ?? true; // Anisotropic filtering for better quality at angles texture.anisotropy = options.anisotropy ?? 16; this.cache.set(url, texture); return texture; } // Load multiple assets in parallel async loadBatch(assets) { const promises = assets.map(asset => { if (asset.type === 'model') { return this.loadModel(asset.url, asset.options); } else if (asset.type === 'texture') { return this.loadTexture(asset.url, asset.options); } }); return Promise.all(promises); }}
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name: Custom Shader Development context: Writing custom GLSL shaders for visual effects approach: | Start with ShaderMaterial, use uniforms for dynamic values, handle precision issues across devices, and debug with visual output. example: | // custom-shader.js - Gradient shader with animation import * as THREE from 'three';
const GradientShader = { uniforms: { uTime: { value: 0 }, uColor1: { value: new THREE.Color('#ff6b6b') }, uColor2: { value: new THREE.Color('#4ecdc4') }, uNoiseScale: { value: 3.0 }, uNoiseSpeed: { value: 0.5 } },
vertexShader: /* glsl */` varying vec2 vUv; varying vec3 vPosition; void main() { vUv = uv; vPosition = position; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `, fragmentShader: /* glsl */` // Use mediump for mobile compatibility precision mediump float; uniform float uTime; uniform vec3 uColor1; uniform vec3 uColor2; uniform float uNoiseScale; uniform float uNoiseSpeed; varying vec2 vUv; varying vec3 vPosition; // Simple noise function float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); } float noise(vec2 p) { vec2 i = floor(p); vec2 f = fract(p); f = f * f * (3.0 - 2.0 * f); float a = hash(i); float b = hash(i + vec2(1.0, 0.0)); float c = hash(i + vec2(0.0, 1.0)); float d = hash(i + vec2(1.0, 1.0)); return mix(mix(a, b, f.x), mix(c, d, f.x), f.y); } void main() { // Animated noise float n = noise(vUv * uNoiseScale + uTime * uNoiseSpeed); // Gradient based on noise and UV float gradient = vUv.y + n * 0.3; // Mix colors vec3 color = mix(uColor1, uColor2, gradient); gl_FragColor = vec4(color, 1.0); } `};
// Usage function createGradientMesh() { const geometry = new THREE.PlaneGeometry(10, 10, 32, 32); const material = new THREE.ShaderMaterial({ uniforms: THREE.UniformsUtils.clone(GradientShader.uniforms), vertexShader: GradientShader.vertexShader, fragmentShader: GradientShader.fragmentShader, side: THREE.DoubleSide });
const mesh = new THREE.Mesh(geometry, material); // Update in animation loop mesh.userData.update = (time) => { material.uniforms.uTime.value = time; }; return mesh;}
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name: Performance Optimization context: Making 3D scenes run at 60fps on all devices approach: | Profile with Spector.js, reduce draw calls with instancing and merging, optimize geometries, use LOD, and implement frustum culling. example: | // performance-optimization.js import * as THREE from 'three';
// 1. Instanced Mesh for many similar objects function createInstancedForest(treeGeometry, treeMaterial, count = 1000) { const instancedMesh = new THREE.InstancedMesh( treeGeometry, treeMaterial, count );
const dummy = new THREE.Object3D(); const color = new THREE.Color(); for (let i = 0; i < count; i++) { // Random position dummy.position.set( (Math.random() - 0.5) * 100, 0, (Math.random() - 0.5) * 100 ); // Random rotation dummy.rotation.y = Math.random() * Math.PI * 2; // Random scale variation const scale = 0.8 + Math.random() * 0.4; dummy.scale.setScalar(scale); dummy.updateMatrix(); instancedMesh.setMatrixAt(i, dummy.matrix); // Optional: per-instance colors color.setHSL(0.3 + Math.random() * 0.1, 0.5, 0.4); instancedMesh.setColorAt(i, color); } instancedMesh.instanceMatrix.needsUpdate = true; if (instancedMesh.instanceColor) { instancedMesh.instanceColor.needsUpdate = true; } return instancedMesh;}
// 2. Geometry Merging for static objects function mergeStaticGeometry(meshes) { const geometries = meshes.map(mesh => { // Apply world transform to geometry mesh.updateMatrixWorld(); const geometry = mesh.geometry.clone(); geometry.applyMatrix4(mesh.matrixWorld); return geometry; });
const mergedGeometry = BufferGeometryUtils.mergeGeometries(geometries); return new THREE.Mesh(mergedGeometry, meshes[0].material);}
// 3. Level of Detail (LOD) function createLODObject() { const lod = new THREE.LOD();
// High detail - close up const highDetail = new THREE.Mesh( new THREE.SphereGeometry(1, 64, 64), new THREE.MeshStandardMaterial({ color: 0xff0000 }) ); lod.addLevel(highDetail, 0); // Medium detail const mediumDetail = new THREE.Mesh( new THREE.SphereGeometry(1, 32, 32), new THREE.MeshStandardMaterial({ color: 0xff0000 }) ); lod.addLevel(mediumDetail, 20); // Low detail - far away const lowDetail = new THREE.Mesh( new THREE.SphereGeometry(1, 8, 8), new THREE.MeshStandardMaterial({ color: 0xff0000 }) ); lod.addLevel(lowDetail, 50); return lod;}
// 4. Frustum Culling Helper class FrustumCuller { constructor(camera) { this.frustum = new THREE.Frustum(); this.projScreenMatrix = new THREE.Matrix4(); this.camera = camera; }
update() { this.projScreenMatrix.multiplyMatrices( this.camera.projectionMatrix, this.camera.matrixWorldInverse ); this.frustum.setFromProjectionMatrix(this.projScreenMatrix); } isVisible(object) { if (object.geometry?.boundingSphere === null) { object.geometry.computeBoundingSphere(); } const sphere = object.geometry?.boundingSphere; if (!sphere) return true; const center = sphere.center.clone() .applyMatrix4(object.matrixWorld); const radius = sphere.radius * object.scale.x; return this.frustum.intersectsSphere( new THREE.Sphere(center, radius) ); }}
// 5. Texture Optimization function optimizeTexture(texture, renderer) { // Get max anisotropy supported const maxAnisotropy = renderer.capabilities.getMaxAnisotropy(); texture.anisotropy = Math.min(16, maxAnisotropy);
// Use power-of-two textures for mipmaps if (!THREE.MathUtils.isPowerOfTwo(texture.image.width) || !THREE.MathUtils.isPowerOfTwo(texture.image.height)) { console.warn('Non-POT texture, mipmaps disabled'); texture.generateMipmaps = false; texture.minFilter = THREE.LinearFilter; } return texture;}
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name: Animation System context: Skeletal animation, morph targets, and procedural animation approach: | Use AnimationMixer for GLTF animations, blend between clips, and combine with procedural animation for dynamic behavior. example: | // animation-system.js import * as THREE from 'three';
class CharacterAnimator { constructor(model) { this.model = model; this.mixer = new THREE.AnimationMixer(model); this.actions = new Map(); this.currentAction = null; this.previousAction = null; }
// Add animations from GLTF addAnimations(animations) { animations.forEach(clip => { const action = this.mixer.clipAction(clip); this.actions.set(clip.name.toLowerCase(), action); }); } // Play animation with crossfade play(name, options = {}) { const { fadeIn = 0.3, fadeOut = 0.3, loop = THREE.LoopRepeat, clampWhenFinished = false, timeScale = 1 } = options; const action = this.actions.get(name.toLowerCase()); if (!action) { console.warn(`Animation '${name}' not found`); return; } // Store previous action for crossfade this.previousAction = this.currentAction; this.currentAction = action; // Configure the action action.loop = loop; action.clampWhenFinished = clampWhenFinished; action.timeScale = timeScale; // Reset and play action.reset(); action.fadeIn(fadeIn); action.play(); // Fade out previous if (this.previousAction && this.previousAction !== action) { this.previousAction.fadeOut(fadeOut); } return action; } // Blend between animations blend(name1, name2, weight) { const action1 = this.actions.get(name1.toLowerCase()); const action2 = this.actions.get(name2.toLowerCase()); if (!action1 || !action2) return; // Both need to be playing action1.play(); action2.play(); // Set weights action1.setEffectiveWeight(1 - weight); action2.setEffectiveWeight(weight); } update(delta) { this.mixer.update(delta); } // Procedural animation helpers addProcedural(name, updateFn) { this.model.userData.procedural = this.model.userData.procedural || {}; this.model.userData.procedural[name] = updateFn; } updateProcedural(delta) { const procedural = this.model.userData.procedural || {}; Object.values(procedural).forEach(fn => fn(delta)); }}
// Procedural animation example - breathing function addBreathingAnimation(model) { const chest = model.getObjectByName('Chest'); if (!chest) return;
const originalScale = chest.scale.clone(); let time = 0; return (delta) => { time += delta; const breathe = Math.sin(time * 2) * 0.02 + 1; chest.scale.set( originalScale.x * breathe, originalScale.y * breathe, originalScale.z * breathe ); };}
anti_patterns:
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name: Not Disposing Resources description: Memory leaks from undisposed geometries, materials, and textures wrong: | // Just removing from scene - MEMORY LEAK! scene.remove(mesh); mesh = null; // Geometry and material still in GPU memory right: | // Proper disposal scene.remove(mesh); mesh.geometry.dispose(); mesh.material.dispose(); if (mesh.material.map) mesh.material.map.dispose(); mesh = null;
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name: Creating Objects in Animation Loop description: Creating new objects every frame causes GC stutters wrong: | function animate() { // Creating new Vector3 every frame - GC nightmare const direction = new THREE.Vector3(1, 0, 0); mesh.position.add(direction.multiplyScalar(0.1)); } right: | // Reuse objects const direction = new THREE.Vector3(1, 0, 0); const tempVector = new THREE.Vector3();
function animate() { tempVector.copy(direction).multiplyScalar(0.1); mesh.position.add(tempVector); }
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name: Ignoring Device Pixel Ratio description: Blurry renders on high-DPI screens or performance issues wrong: | renderer.setSize(window.innerWidth, window.innerHeight); // Blurry on Retina displays! right: | // Limit DPR to 2 for performance renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); renderer.setSize(window.innerWidth, window.innerHeight);
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name: Synchronous Asset Loading description: Blocking the main thread while loading assets wrong: | const texture = textureLoader.load('huge-texture.jpg'); // Using texture immediately - might not be loaded! mesh.material.map = texture; right: | // Async loading with handling textureLoader.loadAsync('huge-texture.jpg') .then(texture => { mesh.material.map = texture; mesh.material.needsUpdate = true; }) .catch(error => { console.error('Texture load failed:', error); // Use fallback texture });
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name: Not Using Instancing for Repeated Objects description: Thousands of draw calls for similar objects wrong: | // 1000 separate meshes = 1000 draw calls for (let i = 0; i < 1000; i++) { const mesh = new THREE.Mesh(geometry, material); mesh.position.set(Math.random() * 100, 0, Math.random() * 100); scene.add(mesh); } right: | // InstancedMesh = 1 draw call const instancedMesh = new THREE.InstancedMesh(geometry, material, 1000); const dummy = new THREE.Object3D();
for (let i = 0; i < 1000; i++) { dummy.position.set(Math.random() * 100, 0, Math.random() * 100); dummy.updateMatrix(); instancedMesh.setMatrixAt(i, dummy.matrix); } scene.add(instancedMesh);
handoffs:
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trigger: "game logic|physics|collision" to: game-design context: "Need game mechanics integrated with 3D scene"
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trigger: "vr|ar|xr|immersive" to: vr-ar-development context: "Need VR/AR integration for 3D scene"
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trigger: "procedural|generate terrain|noise" to: procedural-generation context: "Need procedural content for 3D scene"
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trigger: "shader art|generative visual" to: generative-art context: "Need artistic shader development"
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trigger: "model|3d asset|blender" to: 3d-modeling context: "Need 3D assets created or optimized"
references:
- "Three.js documentation: https://threejs.org/docs/"
- "Three.js examples: https://threejs.org/examples/"
- "Discover Three.js book"
- "Bruno Simon's Three.js Journey course"
- "WebGL Fundamentals: https://webglfundamentals.org/"