Three.js app builder: imperative, React Three Fiber, and WebGPU in 4 phases.
npx skills add https://github.com/notque/vexjoy-agent --skill threejs-builder
This skill builds complete Three.js web applications using a Phased Construction pattern with four phases: Design, Build, Animate, Polish. It supports three paradigms — imperative Three.js, React Three Fiber (R3F), and WebGPU — detected automatically from project context. Only the relevant paradigm's reference is loaded.
Scope: Use for 3D web apps, interactive scenes, WebGL/WebGPU visualizations, R3F declarative 3D, and product viewers. For game engines, 3D model creation, VR/AR experiences, or CAD workflows, use a more specialized skill.
| Signal | Load These Files | Why |
|---|---|---|
| @react-three/fiber, r3f, drei, useFrame, <Canvas>, <mesh>, React project with 3D | react-three-fiber.md | React Three Fiber |
| WebGPURenderer, TSL, tsl, compute shader, wgsl, node material, WebGPU mentioned | webgpu.md | WebGPU |
| Standalone HTML, CDN imports, new THREE.Scene(), no React, vanilla JS/TS | advanced-topics.md (load as needed)` | Imperative |
| Game project: EventBus, GameState, player controller, enemies, scoring, multiple game systems | game-patterns.md (alongside paradigm reference)` | Game architecture |
| GLTF/GLB model loading, .glb files, animated characters, skeletal rigs, model import | gltf-loading.md (alongside paradigm reference)` | GLTF loading |
| references/build-recipes.md | build-recipes.md | Phase 2/3 build, error diagnosis |
| references/advanced-topics.md | advanced-topics.md | Imperative paradigm |
| references/react-three-fiber.md | react-three-fiber.md | R3F paradigm |
| references/webgpu.md | webgpu.md | WebGPU paradigm |
| references/visual-polish.md | visual-polish.md | Visual quality signal |
| references/gltf-loading.md | gltf-loading.md | GLTF/GLB model loading signal |
| references/game-patterns.md | game-patterns.md | Game project signal |
| references/game-architecture.md | game-architecture.md | Game project signal |
| references/shader-patterns.md | shader-patterns.md | Custom GLSL / visual effects |
| references/performance-patterns.md | performance-patterns.md | Performance / many objects |
| references/advanced-animation.md | advanced-animation.md | Animation systems / skeletal rigs |
Goal: Detect the paradigm, understand what the user wants, and select appropriate components.
Core Constraints:
Group for logical groupings and maintain proper hierarchyStep 0: Detect paradigm
Scan the user's request, existing project files (package.json, imports), and stated requirements to identify which paradigm applies:
| Signal | Paradigm / Context | Reference to Load |
|--------|-------------------|-------------------|
| @react-three/fiber, r3f, drei, useFrame, <Canvas>, <mesh>, React project with 3D | React Three Fiber | references/react-three-fiber.md |
| WebGPURenderer, TSL, tsl, compute shader, wgsl, node material, WebGPU mentioned | WebGPU | references/webgpu.md |
| Standalone HTML, CDN imports, new THREE.Scene(), no React, vanilla JS/TS | Imperative | references/advanced-topics.md (load as needed) |
| Game project: EventBus, GameState, player controller, enemies, scoring, multiple game systems | Game architecture | references/game-architecture.md + references/game-patterns.md (alongside paradigm reference) |
| GLTF/GLB model loading, .glb files, animated characters, skeletal rigs, model import | GLTF loading | references/gltf-loading.md (alongside paradigm reference) |
If ambiguous (e.g., user says "3D scene" with no project context), ask which paradigm — don't guess, because imperative Three.js patterns actively conflict with R3F patterns (OrbitControls setup, animation loops, component lifecycle).
Game and GLTF references load alongside the paradigm reference — they are complementary, not alternative. A game project using R3F loads both react-three-fiber.md and the relevant game references.
After detecting paradigm: Read the corresponding reference file. The reference contains paradigm-specific patterns, failure modes, and component selection guidance that override the generic steps below.
Additional reference loading signals (visual-polish, shader-patterns, performance-patterns, advanced-animation) are listed in ${CLAUDE_SKILL_DIR}/references/build-recipes.md (Phase 1: Additional Reference Loading Signals).
Step 1: Identify the core visual element
Determine from the user request:
Step 2: Select components
See the Scene Plan template in ${CLAUDE_SKILL_DIR}/references/build-recipes.md (Phase 1: Scene Plan Template).
Step 3: Document visual style
Record the visual direction for this scene (e.g., "elegant minimal portfolio style", "vibrant interactive game", "clean data visualization"). Use this to guide material colors, lighting warmth, and animation pacing.
Gate: Scene plan documented with geometry, material, lighting, animation, and controls selected. Proceed only when gate passes.
Goal: Construct the scene with proper structure and modern patterns.
Paradigm-specific build instructions: If you loaded a paradigm reference in Step 0, follow its build patterns instead of the imperative defaults. R3F uses JSX components and <Canvas>, not manual renderer setup. WebGPU uses WebGPURenderer with different initialization. The reference file is authoritative for its paradigm.
Core constraints for the imperative paradigm (single HTML, resize handling, CONFIG object, modular setup functions, three-point lighting, renderer.setAnimationLoop()) are in ${CLAUDE_SKILL_DIR}/references/build-recipes.md (Phase 2: Core Constraints).
Step 1: Create HTML boilerplate
See the HTML boilerplate in ${CLAUDE_SKILL_DIR}/references/build-recipes.md (Phase 2: HTML Boilerplate).
Step 2: Build scene infrastructure
See the scene infrastructure code (CONFIG object, scene/camera/renderer setup, resize handler) in ${CLAUDE_SKILL_DIR}/references/build-recipes.md (Phase 2: Scene Infrastructure).
Step 3: Add lighting, geometry, and materials per scene plan
Build each component from the Phase 1 plan. Create geometry once and reuse where possible (avoid allocating new geometries in animation loops). Use Group for hierarchical transforms and logical scene organization.
Gate: Scene renders without errors. All planned geometry, materials, and lights are present. Proceed only when gate passes.
Goal: Add motion, interaction, and life to the scene.
Paradigm-specific animation: R3F uses useFrame hooks (never requestAnimationFrame or setAnimationLoop). WebGPU may use compute shaders for GPU-driven animation. See the loaded paradigm reference for patterns.
Core constraints for the imperative paradigm (no geometry/material allocation in the loop, time parameter usage, OrbitControls default, transform-only-per-frame) are in ${CLAUDE_SKILL_DIR}/references/build-recipes.md (Phase 3: Core Constraints).
Step 1: Set up animation loop
See the animation loop pattern in ${CLAUDE_SKILL_DIR}/references/build-recipes.md (Phase 3: Animation Loop).
Step 2: Implement planned animations
Apply transforms per frame. Time-based animation follows the pattern shown in references/build-recipes.md.
Step 3: Add interaction handlers
Wire up mouse/touch events, orbit controls, or raycasting per the scene plan.
Gate: Animations run smoothly. Interactions respond correctly. No console errors. Proceed only when gate passes.
Goal: Ensure quality, performance, and completeness.
Core constraints (remove debug helpers / commented code, handle window resize, ensure visible lighting, match visual style) and the four verification steps (responsive behavior, visual quality, output testing, cleanup) are in ${CLAUDE_SKILL_DIR}/references/build-recipes.md (Phase 4: Core Constraints + Polish Verification Steps).
Gate: All verification steps pass. Output is complete and ready to deliver.
See ${CLAUDE_SKILL_DIR}/references/build-recipes.md for error cases: black screen / nothing renders, OrbitControls not defined, model loads but is invisible or tiny.
| Reference | When to Load | Content |
|-----------|-------------|---------|
| references/build-recipes.md | Phase 2/3 build, error diagnosis | HTML boilerplate, CONFIG + scene/camera/renderer setup, animation loop, error handling (black screen, OrbitControls, model scale) |
| references/advanced-topics.md | Imperative paradigm | GLTF loading, post-processing, shaders, raycasting, physics, InstancedMesh, TypeScript |
| references/react-three-fiber.md | R3F paradigm | Declarative patterns, Drei helpers, camera pitfalls, post-processing, Zustand, performance |
| references/webgpu.md | WebGPU paradigm | WebGPURenderer, TSL shaders, compute shaders, version-specific changes, device loss |
| references/visual-polish.md | Visual quality signal | Material recipes, dramatic lighting, post-processing stacking, HDR environments, shadow quality |
| references/gltf-loading.md | GLTF/GLB model loading signal | Coordinate system contract, SkeletonUtils.clone, model caching, auto-centering, bone hierarchy, asset manifest |
| references/game-patterns.md | Game project signal | Animation state machine, camera-relative movement, delta capping, mobile input, player controller |
| references/game-architecture.md | Game project signal | EventBus, GameState singleton, Constants module, restart-safety, pre-ship checklist |
| references/shader-patterns.md | Custom GLSL / visual effects | ShaderMaterial vs RawShaderMaterial, vertex displacement, fragment effects (holographic, dissolve, chromatic aberration), EffectComposer postprocessing pipeline |
| references/performance-patterns.md | Performance / many objects | InstancedMesh, BufferGeometry typed arrays, draw call batching, LOD, KTX2 textures, dispose patterns |
| references/advanced-animation.md | Animation systems / skeletal rigs | AnimationMixer morph targets, bone manipulation, procedural IK, spring physics, GSAP integration, particle animation |
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