threejs · mrgoonie — Claude Code skill: 3D scenes with Three.js
A coding-agent skill that walks you through Three.js scenes, shaders and VR work. Useful when a project needs WebGL or WebGPU and you want the agent to know the API.
npx skills add mrgoonie/claudekit-skills --skill threejs -a claude-codeWhat threejs does
The skill hands your agent reference files on Three.js: scene setup, cameras, lights, materials, the render loop. From there it covers GLTF, FBX and OBJ loading, textures, animation clips through AnimationMixer, plus vector and quaternion math.
The material is layered. Lower levels are basic geometry and BufferGeometry; higher ones cover post-processing (bloom, SSAO, SSR), physics with Ammo, Rapier and Jolt, WebGPU compute shaders, and GLSL via ShaderMaterial. Separate files handle instancing, LOD and frustum culling — worth opening when a scene starts stuttering on modest hardware.
Install runs through npx skills add, license is MIT. The skill does not add Three.js to your dependencies and does not touch your codebase; it gives the agent context, you still write the app.
What it helps with
- set up a 3D scene with camera, lights and a render loop
- load a GLTF or FBX model together with its textures
- write a custom GLSL shader with ShaderMaterial
- speed up a heavy scene using instancing and LOD
- build a VR experience or a product configurator in the browser
Example prompts for the agent
- set up a Three.js scene with a perspective camera and a directional light
- load this GLTF model and wire up its animation with AnimationMixer
- the scene drops frames — where should I apply instancing and frustum culling?
How to install threejs
1Skills CLI (Vercel)
npx skills add mrgoonie/claudekit-skills --skill threejs -a claude-code2Manually: put the files in place
~/.claude/skills/threejs/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/threejs/
1Skills CLI (Vercel)
npx skills add mrgoonie/claudekit-skills --skill threejs -a codex2Manually: put the files in place
.agents/skills/threejs/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add mrgoonie/claudekit-skills --skill threejs -a cursor2Manually: put the files in place
.cursor/skills/threejs/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install mrgoonie/claudekit-skills threejs2Manually: put the files in place
.github/skills/threejs/SKILL.md1Skills CLI (Vercel)
npx skills add mrgoonie/claudekit-skills --skill threejs -a gemini-cli2Platform CLI
gemini skills install https://github.com/mrgoonie/claudekit-skills --path .claude/skills/threejsManually: put the files in place
.devin/skills/threejs/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add mrgoonie/claudekit-skills --skill threejs -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about threejs
How do I install threejs in Claude?
Run npx skills add mrgoonie/claudekit-skills --skill threejs -a claude-code. The skill file then sits at ~/.claude/skills/threejs/SKILL.md.
What does the threejs skill do?
It gives the agent reference docs on Three.js: scenes, cameras, lights, materials, asset loaders, animation, post-processing, physics and WebGPU. The agent reads the relevant file and writes code for your task.
Does it add Three.js to my project?
No. The skill ships markdown references and code samples only — you still install the Three.js library in your own project.
Source text
SKILL.md · MIT
---
name: threejs
description: Build 3D web apps with Three.js (WebGL/WebGPU). Use for 3D scenes, animations, custom shaders, PBR materials, VR/XR experiences, games, data visualizations, product configurators.
license: MIT
version: 2.0.0
---
# Three.js Development
Build high-performance 3D web applications using Three.js - a cross-browser WebGL/WebGPU library.
## When to Use This Skill
Use when working with:
- 3D scenes, models, animations, or visualizations
- WebGL/WebGPU rendering and graphics programming
- Interactive 3D experiences (games, configurators, data viz)
- Camera controls, lighting, materials, or shaders
- Loading 3D assets (GLTF, FBX, OBJ) or textures
- Post-processing effects (bloom, depth of field, SSAO)
- Physics simulations, VR/XR experiences, or spatial audio
- Performance optimization (instancing, LOD, frustum culling)
## Progressive Learning Path
### Level 1: Getting Started
- Load `references/00-fundamentals.md` - Fundamentals
- Load `references/01-getting-started.md` - Scene setup, basic geometries, materials, lights, rendering loop
### Level 2: Common Tasks
- **Asset Loading**: `references/02-loaders.md` - GLTF, FBX, OBJ, texture loaders
- **Textures**: `references/03-textures.md` - Types, mapping, wrapping, filtering
- **Cameras**: `references/04-cameras.md` - Perspective, orthographic, controls
- **Lights**: `references/05-lights.md` - Types, shadows, helpers
- **Animations**: `references/06-animations.md` - Clips, mixer, keyframes
- **Math**: `references/07-math.md` - Vectors, matrices, quaternions, curves
- **Geometry**: `references/18-geometry.md` - Built-in shapes, BufferGeometry, custom geometry, instancing
- **Materials**: `references/11-materials.md` - PBR, basic, phong, lambert, physical, toon, normal, depth, raw, shader materials, material properties
### Level 3: Interactive & Effects
- **Interaction**: `references/08-interaction.md` - Raycasting, picking, transforms
- **Post-Processing**: `references/09-postprocessing.md` - Passes, bloom, SSAO, SSR
- **Controls (Addons)**: `references/10-controls.md` - Orbit, transform, first-person
### Level 4: Advanced Rendering
- **Materials Advanced**: `references/11-materials-advanced.md` - PBR, custom shaders
- **Performance**: `references/12-performance.md` - Instancing, LOD, batching, culling
- **Node Materials (TSL)**: `references/13-node-materials.md` - Shader graphs, compute
### Level 5: Specialized
- **Physics**: `references/14-physics-vr.md` - Ammo, Rapier, Jolt, VR/XR
- **Advanced Loaders**: `references/15-specialized-loaders.md` - SVG, VRML, domain-specific
- **WebGPU**: `references/16-webgpu.md` - Modern backend, compute shaders
- **Shaders**: `references/17-shader.md` - GLSL, ShaderMaterial, uniforms, custom effects
## Quick Start Pattern
```javascript
// 1. 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();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// 2. Add Objects
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// 3. Add Lights
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5, 5, 5);
scene.add(light);
scene.add(new THREE.AmbientLight(0x404040));
// 4. Animation Loop
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
```
## External Resources
- Official Docs: https://threejs.org/docs/
- Examples: https://threejs.org/examples/
- Editor: https://threejs.org/editor/
- Discord: https://discord.gg/56GBJwAnUS
© mrgoonie · MIT · mrgoonie/claudekit-skills
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