threejs

Three.js — WebGL 3D Scenes Skill

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Install skill "threejs" with this command: npx skills add mengto/skills/mengto-skills-threejs

Three.js — WebGL 3D Scenes Skill

When to use

  • Real 3D: product spins, interactive hero scenes, shaders/material effects, 3D data viz

  • You need full control beyond “background effects”

  • You can budget time for asset pipeline + performance tuning

Core mental model

  • Create:

  • Scene (root graph)

  • Camera (Perspective/Orthographic)

  • Renderer (WebGLRenderer )

  • Mesh = Geometry

  • Material
  • Lights (if using non-unlit materials)

  • Render loop:

  • requestAnimationFrame(animate)

  • Update time-based animations, controls, mixers, then renderer.render(scene, camera)

Key APIs/patterns

  • Setup:

  • const renderer = new THREE.WebGLRenderer({ canvas, antialias, alpha })

  • renderer.setSize(width, height, false)

  • renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))

  • Camera:

  • camera.aspect = width / height; camera.updateProjectionMatrix()

  • Scene graph:

  • scene.add(object) / object.position/rotation/scale

  • Loading assets:

  • GLTFLoader (models), TextureLoader (images), DRACOLoader (compressed glTF)

  • Controls (common):

  • OrbitControls (debug/product), PointerLockControls (FPS), custom pointer handlers

  • Cleanup (important in SPAs):

  • geometry.dispose() , material.dispose() , texture.dispose() , renderer.dispose()

  • Remove event listeners; cancel RAF.

Common pitfalls

  • Not handling resize → stretched/cropped rendering

  • Too high devicePixelRatio → mobile GPU meltdown

  • Leaking WebGL resources (not disposing) → crashes after route changes

  • Loading huge textures/models → slow start; use compressed textures, Draco/KTX2, smaller maps

  • Using too many lights/shadows → expensive; fake lighting with baked textures when possible

Quick recipes

  1. Minimal spinning cube

import * as THREE from "three";

const canvas = document.querySelector("#c"); const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });

const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100); camera.position.set(0, 0, 4);

const geom = new THREE.BoxGeometry(1, 1, 1); const mat = new THREE.MeshStandardMaterial({ color: 0x7c3aed }); const mesh = new THREE.Mesh(geom, mat); scene.add(mesh);

scene.add(new THREE.AmbientLight(0xffffff, 0.8)); const dir = new THREE.DirectionalLight(0xffffff, 0.8); dir.position.set(2, 2, 2); scene.add(dir);

function resize() { const w = canvas.clientWidth; const h = canvas.clientHeight; renderer.setSize(w, h, false); renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); camera.aspect = w / h; camera.updateProjectionMatrix(); } window.addEventListener("resize", resize); resize();

function animate(t) { mesh.rotation.y = t * 0.0006; renderer.render(scene, camera); requestAnimationFrame(animate); } requestAnimationFrame(animate);

  1. Respect reduced motion
  • If prefers-reduced-motion: reduce , render a still frame (no RAF) or slow updates.

What to ask the user

  • Is this decorative (hero) or functional 3D (product viewer)?

  • Target devices: mobile? older iPhones?

  • Asset format availability (glTF, HDRI, textures) and file size constraints

  • Accessibility/reduced motion requirements

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