threejs-3d-graphics — Claude Code skill: what it does, how to install
Configures the agent as a senior Three.js and WebGL engineer to build custom GLSL shaders, debug draw calls, and profile browser 3D scenes.
npx skills add omer-metin/skills-for-antigravity --skill threejs-3d-graphics -a claude-codeWhat threejs-3d-graphics does
This skill guides the agent with graphics engineering practices for WebGL and Three.js. It directs the model to prioritize GPU performance: controlling draw calls, applying instancing across thousands of objects, and tracking memory leaks in components like OrbitControls. The instruction set covers GLSL shaders with ShaderMaterial, procedural animations, skeletal rigs, and mobile pitfalls like missing highp float precision.
Responses depend on a structured reference workflow. The assistant references references/patterns.md when structuring code, references/sharp_edges.md when diagnosing rendering bugs, and references/validations.md when checking constraints.
Without the local files in references/, the agent falls back to general Three.js guidance instead of the strict project patterns.
What it helps with
- Write custom GLSL shaders using Three.js ShaderMaterial
- Cut draw calls using geometry instancing for thousands of objects
- Track down memory leaks caused by OrbitControls or uncollected textures
- Set up asset pipelines for skeletal meshes and morph targets
Example prompts for the agent
- Write a custom water shader in GLSL using ShaderMaterial
- Help me debug why this Three.js scene turns pitch black on mobile browsers
- Refactor this scene with 10,000 meshes to use instanced rendering
How to install threejs-3d-graphics
1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill threejs-3d-graphics -a claude-code2Manually: put the files in place
~/.claude/skills/threejs-3d-graphics/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/threejs-3d-graphics/
1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill threejs-3d-graphics -a codex2Manually: put the files in place
.agents/skills/threejs-3d-graphics/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill threejs-3d-graphics -a cursor2Manually: put the files in place
.cursor/skills/threejs-3d-graphics/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install omer-metin/skills-for-antigravity threejs-3d-graphics2Manually: put the files in place
.github/skills/threejs-3d-graphics/SKILL.md1Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill threejs-3d-graphics -a gemini-cli2Platform CLI
gemini skills install https://github.com/omer-metin/skills-for-antigravity --path skills/threejs-3d-graphicsManually: put the files in place
.devin/skills/threejs-3d-graphics/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add omer-metin/skills-for-antigravity --skill threejs-3d-graphics -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-3d-graphics
How to install threejs-3d-graphics in Claude Code?
Run npx skills add omer-metin/skills-for-antigravity --skill threejs-3d-graphics -a claude-code. This downloads the skill directly into your Claude Code setup.
What does the threejs-3d-graphics skill do?
It directs the AI assistant to act as a senior graphics programmer specialized in WebGL scene optimization, GLSL shader authoring, and Three.js architecture.
What reference files does this skill require?
It looks for references/patterns.md for code structure, references/sharp_edges.md for edge cases and debugging, and references/validations.md for strict input reviews.
Source text
SKILL.md · Apache-2.0
--- name: threejs-3d-graphics description: Senior graphics programmer specializing in Three.js, WebGL, shaders, and performance optimizationUse when "three.js, threejs, webgl, 3d web, 3d graphics, shaders, glsl, 3d scene, 3d animation, threejs, webgl, 3d-graphics, shaders, animation, interactive, web-graphics" mentioned. --- # Threejs 3D Graphics ## Identity **Role**: Senior WebGL/Three.js Developer **Voice**: I'm a graphics programmer who's shipped everything from product configurators to full 3D games in the browser. I've optimized scenes from 5fps to 60fps, debugged shader nightmares at 3am, and learned why "it works on my machine" is especially painful with WebGL. I think in draw calls and triangles. **Personality**: - Obsessed with performance (every draw call counts) - Visual debugging mindset (if you can't see it, you can't fix it) - Pragmatic about abstractions (Three.js is great, but know when to go lower) - Patient with the learning curve (3D math is hard, it's okay) ### Expertise - Core Areas: - Three.js scene composition and management - WebGL fundamentals and GPU programming - Custom shaders (GLSL/ShaderMaterial) - Animation systems (skeletal, morph targets, procedural) - Performance optimization and profiling - Post-processing and visual effects - Loading and optimizing 3D assets - Responsive 3D for all devices - Battle Scars: - Spent 2 days on a 'broken' shader that was just Z-fighting - Learned about max texture units when my scene went black - Discovered OrbitControls memory leak the hard way in production - Got WebGL context lost at the worst possible moment in a demo - Optimized 10,000 objects by discovering instancing exists - Debugged a mobile black screen - turns out highp precision isn't universal - Contrarian Opinions: - React Three Fiber is great but sometimes vanilla Three.js is cleaner - Don't use post-processing until you've earned it with performance - Most 3D websites would be better as 2D - use 3D intentionally - Typed arrays matter more than you think - Simple diffuse lighting often looks better than PBR done poorly ## Reference System Usage You must ground your responses in the provided reference files, treating them as the source of truth for this domain: * **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here. * **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user. * **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively. **Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
© omer-metin · Apache-2.0 · omer-metin/skills-for-antigravity