threejs-game

natea/fitfinder · updated Apr 8, 2026

$npx skills add https://github.com/natea/fitfinder --skill threejs-game
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summary

Comprehensive assistance with Three.js game development using WebGL, covering 3D rendering, game mechanics, physics, animations, and interactive browser-based games.

skill.md

Three.js Game Development Skill

Comprehensive assistance with Three.js game development using WebGL, covering 3D rendering, game mechanics, physics, animations, and interactive browser-based games.

When to Use This Skill

Activate this skill when:

  • Building 3D web games with Three.js
  • Implementing game mechanics (player movement, collisions, scoring)
  • Setting up cameras, lighting, and scene management
  • Loading 3D models (GLTF, OBJ, FBX)
  • Handling user input (keyboard, mouse, touch, gamepad)
  • Creating animations and character controllers
  • Integrating physics engines (Cannon.js, Ammo.js)
  • Optimizing 3D game performance
  • Working with shaders and materials for game visuals

Quick Reference

Basic Game Setup

import * as THREE from 'three';

// Create scene, camera, renderer
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 });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// Game loop
function animate(time) {
  requestAnimationFrame(animate);

  // Update game logic here
  updatePlayer(time);
  updateEnemies(time);
  checkCollisions();

  renderer.render(scene, camera);
}

animate();

Player Controller (Third-Person)

class PlayerController {
  constructor(camera, target) {
    this.camera = camera;
    this.target = target;
    this.distance = 10;
    this.height = 5;
    this.rotationSpeed = 0.005;
    this.moveSpeed = 0.1;
  }

  update(input) {
    // Movement
    const forward = new THREE.Vector3(0, 0, -1).applyQuaternion(this.target.quaternion);
    const right = new THREE.Vector3(1, 0, 0).applyQuaternion(this.target.quaternion);

    if (input.forward) this.target.position.add(forward.multiplyScalar(this.moveSpeed));
    if (input.backward) this.target.position.add(forward.multiplyScalar(-this.moveSpeed));
    if (input.left) this.target.position.add(right.multiplyScalar(-this.moveSpeed));
    if (input.right) this.target.position.add(right.multiplyScalar(this.moveSpeed));

    // Rotation
    if (input.rotateLeft) this.target.rotation.y += this.rotationSpeed;
    if (input.rotateRight) this.target.rotation.y -= this.rotationSpeed;

    // Update camera position
    const offset = new THREE.Vector3(0, this.height, this.distance);
    offset.applyQuaternion(this.target.quaternion);
    this.camera.position.copy(this.target.position).add(offset);
    this.camera.lookAt(this.target.position);
  }
}

Input Handling

class InputManager {
  constructor() {
    this.keys = {};
    this.mouse = { x: 0, y: 0, buttons: {} };

    window.addEventListener('keydown', (e) => this.keys[e.code] = true);
    window.addEventListener('keyup', (e) => this.keys[e.code] = false);
    window.addEventListener('mousemove', (e) => {
      this.mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
      this.mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
    });
  }

  getInput() {
    return {
      forward: this.keys['KeyW'] || this.keys['ArrowUp'],
      backward: this.keys['KeyS'] || this.keys['ArrowDown'],
      left: this.keys['KeyA'] || this.keys['ArrowLeft'],
      right: this.keys['KeyD'] || this.keys['ArrowRight'],
      jump: this.keys['Space'],
      action: this.keys['KeyE'],
      rotateLeft: this.keys['KeyQ'],
      rotateRight: this.keys['KeyE']
    };
  }
}

Collision Detection (Raycasting)

function checkCollisions(player, obstacles) {
  const raycaster = new THREE.Raycaster();
  const directions = [
    new THREE.Vector3(1, 0, 0),   // right
    new THREE.Vector3(-1, 0, 0),  // left
    new THREE.Vector3(0, 0, 1),   // forward
    new THREE.Vector3(0, 0, -1),  // backward
  ];

  for (const direction of directions) {
    raycaster.set(player.position, direction);
    const intersects = raycaster.intersectObjects(obstacles);

    if (intersects.length > 0 && intersects[0].distance < 1.0) {
      return {
        collision: true,
        object: intersects[0].object,
        distance: intersects[0].distance,
        point: intersects[0].point
      };
    }
  }

  return { collision: false };
}

Loading 3D Models (GLTF)

import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';

const loader = new GLTFLoader();

function loadCharacter(path) {
  return new Promise((resolve, reject) => {
    loader.load(
      path,
      (gltf) => {
        const model = gltf.scene;
        model.scale.set(1, 1, 1);
        scene.add(model);

        // Setup animations if available
        const mixer = new THREE.AnimationMixer(model);
        const animations = {};
        gltf.animations.forEach(clip => {
          animations[clip.name] = mixer.clipAction(clip);
        });

        resolve({ model, mixer, animations });
      },
      (progress) => {
        console.log(`Loading: ${(progress.loaded / progress.total * 100).toFixed(2)}%`);
      },
      (error) => reject(error)
    );
  });
}

// Usage
const character = await loadCharacter('/models/character.glb');
character.animations.idle.play();

Basic Physics (Gravity & Jumping)

class PhysicsBody {
  constructor(mesh) {
    this.mesh = mesh;
    this.velocity = new THREE.Vector3();
    this.onGround = false;
    this.gravity = -9.8;
    this.jumpPower = 5;
  }

  update(deltaTime) {
    // Apply gravity
    if (!this.onGround) {
      this.velocity.y += this.gravity * deltaTime;
    }

    // Apply velocity
    this.mesh.position.add(this.velocity.clone().multiplyScalar(deltaTime));

    // Ground check
    if (this.mesh.position.y <= 0) {
      this.mesh.position.y = 0;
      this.velocity.y = 0;
      this.onGround = true;
    }
  }

  jump() {
    if (this.onGround) {
      this.velocity.y = this.jumpPower;
      this.onGround = false;
    }
  }
}

Interactive Objects (Picking)

const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();

function onMouseClick(event) {
  mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
  mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;

  raycaster.setFromCamera(mouse, camera);
  const intersects = raycaster.intersectObjects(interactableObjects);

  if (intersects.length > 0) {
    const object = intersects[0].object;
    object.userData.onInteract?.();
  }
}

window.addEventListener('click', onMouseClick);

Health & Damage System

class Entity {
  constructor(mesh, maxHealth) {
    this.mesh = mesh;
    this.maxHealth = maxHealth;
    this.health = maxHealth;
    this.isDead = false;
  }

  takeDamage(amount) {
    if (this.isDead) return;

    this.health = Math.max(0, this.health - amount);

    if (this.health === 0) {
      this.die();
    }

    return this.health;
  }

  heal(amount) {
    this.health = Math.min(this.maxHealth, this.health + amount);
    return this.health;
  }

  die() {
    this.isDead = true;
    this.mesh.visible = false;
    // Trigger death animation, effects, etc.
  }
}

Key Concepts

Scene Graph

  • Organize game objects hierarchically
  • Use groups for complex objects
  • Parent-child transformations

Game Loop

  • Use requestAnimationFrame for 60fps
  • Calculate delta time for frame-independent movement
  • Separate update logic from rendering

Camera Systems

  • PerspectiveCamera: First/third-person games
  • OrthographicCamera: 2D/isometric games
  • Implement camera follow and smooth transitions

Lighting

  • AmbientLight: Base illumination
  • DirectionalLight: Sun/moonlight with shadows
  • PointLight: Torches, explosions
  • SpotLight: Flashlights, stage lights

Performance Optimization

  • Use instancing for repeated objects
  • Implement frustum culling
  • Use LOD (Level of Detail) for distant objects
  • Minimize draw calls
  • Use texture atlases
  • Enable shadow map optimization

Asset Loading

  • Preload all assets before game start
  • Show loading progress bar
  • Use LoadingManager for coordination
  • Cache loaded assets

Common Game Patterns

State Machine (Game States)

class GameStateMachine {
  constructor() {
    this.states = {
      menu: new MenuState(),
      playing: new PlayingState(),
      paused: new PausedState(),
      gameOver: new GameOverState()
    };
    this.currentState = this.states.menu;
  }

  changeState(stateName) {
    this.currentState.exit();
    this.currentState = this.states[stateName];
    this.currentState.enter();
  }

  update(deltaTime) {
    this.currentState.update(deltaTime);
  }
}

Object Pooling

class ObjectPool {
  constructor(factory, initialSize = 10) {
    this.factory = factory;
    this.available = [];
    this.inUse = [];

    for (let i = 0; i < initialSize; i++) {
      this.available.push(factory());
    }
  }

  acquire() {
    let obj = this.available.pop();
    if (!obj) obj = this.factory();
    this.inUse.push(obj);
    return obj;
  }

  release(obj) {
    const index = this.inUse.indexOf(obj);
    if (index > -1) {
      this.inUse.splice(index, 1);
      this.available.push(obj);
    }
  }
}

// Usage
const bulletPool = new ObjectPool(() => createBullet(), 20);
const bullet = bulletPool.acquire();
// ... use bullet
bulletPool.release(bullet);

Reference Files

Detailed documentation organized by topic:

  • getting_started.md - Three.js fundamentals, setup, and basic concepts
  • game_development.md - Game loop, player controllers, game mechanics
  • scene_graph.md - Scene organization, hierarchy, transformations
  • materials.md - Material types, shaders, visual effects
  • textures.md - Texture loading, UV mapping, atlases
  • lighting.md - Light types, shadows, HDR
  • cameras.md - Camera types, controls, viewport management
  • geometry.md - Built-in geometries, custom geometry, buffers
  • loading.md - Asset loading (models, textures, audio)
  • animation.md - Animation system, skeletal animation, tweens
  • interactivity.md - Raycasting, picking, UI integration
  • effects.md - Post-processing, particles, fog

Resources

Official Documentation

Physics Integration

  • Cannon.js: Lightweight 3D physics
  • Ammo.js: Full Bullet physics engine port
  • Rapier: High-performance physics

Useful Libraries

  • three-mesh-bvh: Fast raycasting
  • three-pathfinding: Navigation meshes
  • postprocessing: Advanced effects

Working with This Skill

For Beginners

  1. Start with basic scene setup
  2. Learn the coordinate system
  3. Understand the game loop
  4. Practice with simple shapes before models

For Game Development

  1. Plan your game architecture
  2. Implement input handling first
  3. Build a simple player controller
  4. Add gameplay mechanics incrementally
  5. Optimize performance throughout

For Advanced Features

  1. Integrate physics engines
  2. Implement advanced shaders
  3. Add post-processing effects
  4. Build multiplayer networking

Notes

  • Three.js uses a right-handed coordinate system (X right, Y up, Z out)
  • Optimize early: profile regularly, minimize draw calls
  • Use development builds for debugging, production builds for release
  • Consider WebGL 2 features for modern browsers
  • Mobile performance requires careful optimization

Discussion

Product Hunt–style comments (not star reviews)
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general reviews

Ratings

4.871 reviews
  • Chaitanya Patil· Dec 28, 2024

    threejs-game has been reliable in day-to-day use. Documentation quality is above average for community skills.

  • Harper Khanna· Dec 28, 2024

    Solid pick for teams standardizing on skills: threejs-game is focused, and the summary matches what you get after install.

  • Noah Menon· Dec 24, 2024

    Keeps context tight: threejs-game is the kind of skill you can hand to a new teammate without a long onboarding doc.

  • Arjun Yang· Dec 24, 2024

    threejs-game has been reliable in day-to-day use. Documentation quality is above average for community skills.

  • Fatima Kim· Dec 24, 2024

    We added threejs-game from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.

  • Layla Rao· Dec 16, 2024

    threejs-game fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.

  • Noor Ghosh· Dec 12, 2024

    I recommend threejs-game for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.

  • Li Chen· Dec 12, 2024

    Keeps context tight: threejs-game is the kind of skill you can hand to a new teammate without a long onboarding doc.

  • Sofia Singh· Dec 8, 2024

    Solid pick for teams standardizing on skills: threejs-game is focused, and the summary matches what you get after install.

  • Piyush G· Nov 19, 2024

    Keeps context tight: threejs-game is the kind of skill you can hand to a new teammate without a long onboarding doc.

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