gamedev-skills/threejs-scene-setup
> Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-scene-setup
Create the foundation of a three.js app: module loading, the
scene/camera/renderer trio, the render loop, responsive resizing, and camera
controls. Patterns target r165+ and are verified against r184.
canvas responsive, setting up the animation loop, or adding OrbitControls.
package.json depends on three and code does `import * as THREE from'three'`.
When *not* to use: loading .gltf/.glb models or skinned animation →
threejs-gltf-loading. Materials, lights, shadows, environment maps →
threejs-materials-lighting. 2D rendering → pixijs-rendering.
specifier 'three' and 'three/addons/' must be mapped (in HTML or by a
bundler). Addons (controls, loaders) live under three/addons/....
Scene (root of the graph), a `PerspectiveCamera(fov,aspect, near, far) moved back from the origin, and a WebGLRenderer` whose
domElement is in the DOM. Set size and pixelRatio.
new Mesh(geometry, material) and scene.add(mesh). With alit material you also need a light (see threejs-materials-lighting).
renderer.setAnimationLoop(fn). It's the modern,WebXR-/WebGPU-safe replacement for hand-rolled requestAnimationFrame. Use a
Clock for delta time.
camera.aspect, call updateProjectionMatrix(), and renderer.setSize(...).
OrbitControls for orbit/pan/zoom while developing. Confirm somethingactually renders (a lit cube, the controls responding) before assuming success.
<canvas id="c"></canvas>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
}
}
</script>
<script type="module" src="./main.js"></script>
With a bundler (Vite/webpack), skip the import map and just
npm i three; the same import statements resolve.
// main.js
import * as THREE from 'three';
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap for perf
renderer.setSize(window.innerWidth, window.innerHeight);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x101018);
const camera = new THREE.PerspectiveCamera(
60, // vertical field of view (degrees)
window.innerWidth / window.innerHeight, // aspect
0.1, // near
100 // far
);
camera.position.set(3, 2, 5);
camera.lookAt(0, 0, 0);
const cube = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshNormalMaterial() // unlit; shows orientation without a light
);
scene.add(cube);
const clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
const dt = clock.getDelta(); // seconds since last frame
cube.rotation.x += dt; // frame-rate independent
cube.rotation.y += dt * 0.7;
renderer.render(scene, camera);
});
// renderer.setAnimationLoop(null); // stop the loop
function onResize() {
const w = window.innerWidth, h = window.innerHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix(); // required after changing aspect
renderer.setSize(w, h);
}
window.addEventListener('resize', onResize);
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true; // inertial feel
controls.target.set(0, 0, 0);
renderer.setAnimationLoop(() => {
controls.update(); // needed every frame when damping is on
renderer.render(scene, camera);
});
Failed to resolve module specifier "three" → missing import map (or bundlerconfig). Map both "three" and "three/addons/"; addon paths must end with /.
or you used a lit material (MeshStandardMaterial) with no light. Move the camera
back; use MeshNormalMaterial/MeshBasicMaterial to verify geometry first.
renderer.render inside the loop, or youcall setAnimationLoop but render outside it.
update camera.aspect + updateProjectionMatrix().
renderer.setPixelRatio(...); cap it (≈2) so4K/retina screens don't tank performance.
enableDamping = true you must callcontrols.update() every frame.
<script src="three.min.js"> → since r147 three.js shipsES modules only; use type="module" + import maps.
Group, parent/child transforms,Object3D add/remove), OrthographicCamera for 2.5D, and disposing of
geometries/materials/textures to avoid leaks, read references/scene-graph.md.
threejs-materials-lighting — give surfaces a lit look (lights, shadows, PBR).threejs-gltf-loading — load 3D models and play their animations.pixijs-rendering — 2D rendering in the browser.fps-shooter — a 3D genre template that composes three.js skills.Take gamedev-skills/threejs-scene-setup from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.
The instructions reference npm.
Without those the skill loads but fails at the first command.