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v1.0.0
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About this Skill

Perfect for Frontend Agents needing immersive 3D web game development capabilities with Three.js and WebGL. threejs-game is a skill that assists with Three.js game development using WebGL, covering aspects like 3D rendering, game mechanics, and interactive browser-based games.

Features

Building 3D web games with Three.js and WebGL
Implementing game mechanics like player movement, collisions, and scoring
Setting up cameras, lighting, and scene management for optimal rendering
Loading 3D models in GLTF, OBJ, and FBX formats
Handling user input from keyboard, mouse, touch, and other devices

# Core Topics

natea natea
[0]
[0]
Updated: 3/6/2026

Quality Score

Top 5%
57
Excellent
Based on code quality & docs
Installation
SYS Universal Install (Auto-Detect)
Cursor IDE Windsurf IDE VS Code IDE
> npx killer-skills add natea/fitfinder/threejs-game

Agent Capability Analysis

The threejs-game MCP Server by natea is an open-source Categories.community integration for Claude and other AI agents, enabling seamless task automation and capability expansion. Optimized for how to use threejs-game, threejs-game setup guide, threejs-game vs PlayCanvas.

Ideal Agent Persona

Perfect for Frontend Agents needing immersive 3D web game development capabilities with Three.js and WebGL.

Core Value

Empowers agents to generate interactive 3D scenes with physics, animations, and user input handling using Three.js, supporting formats like GLTF, OBJ, and FBX, and enabling features such as camera and lighting management.

Capabilities Granted for threejs-game MCP Server

Building immersive browser-based games with physics and animations
Implementing game mechanics like player movement and collisions
Loading and rendering 3D models in various formats

! Prerequisites & Limits

  • Requires WebGL support
  • Limited to browser-based game development
Project
SKILL.md
11.3 KB
.cursorrules
1.2 KB
package.json
240 B
Ready
UTF-8

# Tags

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SKILL.md
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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

javascript
1import * as THREE from 'three'; 2 3// Create scene, camera, renderer 4const scene = new THREE.Scene(); 5const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); 6const renderer = new THREE.WebGLRenderer({ antialias: true }); 7renderer.setSize(window.innerWidth, window.innerHeight); 8document.body.appendChild(renderer.domElement); 9 10// Game loop 11function animate(time) { 12 requestAnimationFrame(animate); 13 14 // Update game logic here 15 updatePlayer(time); 16 updateEnemies(time); 17 checkCollisions(); 18 19 renderer.render(scene, camera); 20} 21 22animate();

Player Controller (Third-Person)

javascript
1class PlayerController { 2 constructor(camera, target) { 3 this.camera = camera; 4 this.target = target; 5 this.distance = 10; 6 this.height = 5; 7 this.rotationSpeed = 0.005; 8 this.moveSpeed = 0.1; 9 } 10 11 update(input) { 12 // Movement 13 const forward = new THREE.Vector3(0, 0, -1).applyQuaternion(this.target.quaternion); 14 const right = new THREE.Vector3(1, 0, 0).applyQuaternion(this.target.quaternion); 15 16 if (input.forward) this.target.position.add(forward.multiplyScalar(this.moveSpeed)); 17 if (input.backward) this.target.position.add(forward.multiplyScalar(-this.moveSpeed)); 18 if (input.left) this.target.position.add(right.multiplyScalar(-this.moveSpeed)); 19 if (input.right) this.target.position.add(right.multiplyScalar(this.moveSpeed)); 20 21 // Rotation 22 if (input.rotateLeft) this.target.rotation.y += this.rotationSpeed; 23 if (input.rotateRight) this.target.rotation.y -= this.rotationSpeed; 24 25 // Update camera position 26 const offset = new THREE.Vector3(0, this.height, this.distance); 27 offset.applyQuaternion(this.target.quaternion); 28 this.camera.position.copy(this.target.position).add(offset); 29 this.camera.lookAt(this.target.position); 30 } 31}

Input Handling

javascript
1class InputManager { 2 constructor() { 3 this.keys = {}; 4 this.mouse = { x: 0, y: 0, buttons: {} }; 5 6 window.addEventListener('keydown', (e) => this.keys[e.code] = true); 7 window.addEventListener('keyup', (e) => this.keys[e.code] = false); 8 window.addEventListener('mousemove', (e) => { 9 this.mouse.x = (e.clientX / window.innerWidth) * 2 - 1; 10 this.mouse.y = -(e.clientY / window.innerHeight) * 2 + 1; 11 }); 12 } 13 14 getInput() { 15 return { 16 forward: this.keys['KeyW'] || this.keys['ArrowUp'], 17 backward: this.keys['KeyS'] || this.keys['ArrowDown'], 18 left: this.keys['KeyA'] || this.keys['ArrowLeft'], 19 right: this.keys['KeyD'] || this.keys['ArrowRight'], 20 jump: this.keys['Space'], 21 action: this.keys['KeyE'], 22 rotateLeft: this.keys['KeyQ'], 23 rotateRight: this.keys['KeyE'] 24 }; 25 } 26}

Collision Detection (Raycasting)

javascript
1function checkCollisions(player, obstacles) { 2 const raycaster = new THREE.Raycaster(); 3 const directions = [ 4 new THREE.Vector3(1, 0, 0), // right 5 new THREE.Vector3(-1, 0, 0), // left 6 new THREE.Vector3(0, 0, 1), // forward 7 new THREE.Vector3(0, 0, -1), // backward 8 ]; 9 10 for (const direction of directions) { 11 raycaster.set(player.position, direction); 12 const intersects = raycaster.intersectObjects(obstacles); 13 14 if (intersects.length > 0 && intersects[0].distance < 1.0) { 15 return { 16 collision: true, 17 object: intersects[0].object, 18 distance: intersects[0].distance, 19 point: intersects[0].point 20 }; 21 } 22 } 23 24 return { collision: false }; 25}

Loading 3D Models (GLTF)

javascript
1import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; 2 3const loader = new GLTFLoader(); 4 5function loadCharacter(path) { 6 return new Promise((resolve, reject) => { 7 loader.load( 8 path, 9 (gltf) => { 10 const model = gltf.scene; 11 model.scale.set(1, 1, 1); 12 scene.add(model); 13 14 // Setup animations if available 15 const mixer = new THREE.AnimationMixer(model); 16 const animations = {}; 17 gltf.animations.forEach(clip => { 18 animations[clip.name] = mixer.clipAction(clip); 19 }); 20 21 resolve({ model, mixer, animations }); 22 }, 23 (progress) => { 24 console.log(`Loading: ${(progress.loaded / progress.total * 100).toFixed(2)}%`); 25 }, 26 (error) => reject(error) 27 ); 28 }); 29} 30 31// Usage 32const character = await loadCharacter('/models/character.glb'); 33character.animations.idle.play();

Basic Physics (Gravity & Jumping)

javascript
1class PhysicsBody { 2 constructor(mesh) { 3 this.mesh = mesh; 4 this.velocity = new THREE.Vector3(); 5 this.onGround = false; 6 this.gravity = -9.8; 7 this.jumpPower = 5; 8 } 9 10 update(deltaTime) { 11 // Apply gravity 12 if (!this.onGround) { 13 this.velocity.y += this.gravity * deltaTime; 14 } 15 16 // Apply velocity 17 this.mesh.position.add(this.velocity.clone().multiplyScalar(deltaTime)); 18 19 // Ground check 20 if (this.mesh.position.y <= 0) { 21 this.mesh.position.y = 0; 22 this.velocity.y = 0; 23 this.onGround = true; 24 } 25 } 26 27 jump() { 28 if (this.onGround) { 29 this.velocity.y = this.jumpPower; 30 this.onGround = false; 31 } 32 } 33}

Interactive Objects (Picking)

javascript
1const raycaster = new THREE.Raycaster(); 2const mouse = new THREE.Vector2(); 3 4function onMouseClick(event) { 5 mouse.x = (event.clientX / window.innerWidth) * 2 - 1; 6 mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; 7 8 raycaster.setFromCamera(mouse, camera); 9 const intersects = raycaster.intersectObjects(interactableObjects); 10 11 if (intersects.length > 0) { 12 const object = intersects[0].object; 13 object.userData.onInteract?.(); 14 } 15} 16 17window.addEventListener('click', onMouseClick);

Health & Damage System

javascript
1class Entity { 2 constructor(mesh, maxHealth) { 3 this.mesh = mesh; 4 this.maxHealth = maxHealth; 5 this.health = maxHealth; 6 this.isDead = false; 7 } 8 9 takeDamage(amount) { 10 if (this.isDead) return; 11 12 this.health = Math.max(0, this.health - amount); 13 14 if (this.health === 0) { 15 this.die(); 16 } 17 18 return this.health; 19 } 20 21 heal(amount) { 22 this.health = Math.min(this.maxHealth, this.health + amount); 23 return this.health; 24 } 25 26 die() { 27 this.isDead = true; 28 this.mesh.visible = false; 29 // Trigger death animation, effects, etc. 30 } 31}

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)

javascript
1class GameStateMachine { 2 constructor() { 3 this.states = { 4 menu: new MenuState(), 5 playing: new PlayingState(), 6 paused: new PausedState(), 7 gameOver: new GameOverState() 8 }; 9 this.currentState = this.states.menu; 10 } 11 12 changeState(stateName) { 13 this.currentState.exit(); 14 this.currentState = this.states[stateName]; 15 this.currentState.enter(); 16 } 17 18 update(deltaTime) { 19 this.currentState.update(deltaTime); 20 } 21}

Object Pooling

javascript
1class ObjectPool { 2 constructor(factory, initialSize = 10) { 3 this.factory = factory; 4 this.available = []; 5 this.inUse = []; 6 7 for (let i = 0; i < initialSize; i++) { 8 this.available.push(factory()); 9 } 10 } 11 12 acquire() { 13 let obj = this.available.pop(); 14 if (!obj) obj = this.factory(); 15 this.inUse.push(obj); 16 return obj; 17 } 18 19 release(obj) { 20 const index = this.inUse.indexOf(obj); 21 if (index > -1) { 22 this.inUse.splice(index, 1); 23 this.available.push(obj); 24 } 25 } 26} 27 28// Usage 29const bulletPool = new ObjectPool(() => createBullet(), 20); 30const bullet = bulletPool.acquire(); 31// ... use bullet 32bulletPool.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

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