threejs-game — скилл для Claude Code: 3D-игры на Three.js
Задаёт структуру проекта и обязательные модули для 3D-игры в браузере на Three.js. Пригодится, когда агенту нужно развернуть сцену и игровой цикл с нуля.
npx skills add PlayableIntelligence/game-creator --skill threejs-game -a claude-codeЧто делает threejs-game
Скилл описывает архитектуру, которой должен следовать каждый проект: core/ с оркестратором Game.js, шиной событий EventBus.js, состоянием GameState.js и файлом Constants.js, куда выносится вся конфигурация. Отдельно идут systems/, gameplay/, level/ и ui/. Модули не импортируют друг друга напрямую — связь идёт через события вида player:hit или game:over.
Стек зафиксирован: Three.js версии [email protected]+ с ESM-импортами, сборка на Vite, npm, JavaScript. Для одиночного HTML-файла без сборки скилл предлагает import maps с пином версии в URL. Рендерер по умолчанию — WebGLRenderer; WebGPURenderer берут, когда нужны TSL-материалы или compute-шейдеры, и тогда путь импорта меняется на three/webgpu, а инициализация становится асинхронной.
Внутри есть справочные файлы: core-patterns.md с полным кодом четырёх модулей, tsl-guide.md по Three.js Shading Language и input-patterns.md про гироскоп, виртуальный джойстик и аналоговый ввод. Скилл прямо просит не спешить и не пропускать шаги проверки, а оптимизацию начинать после профилирования. Для замеров до и после есть отдельный скилл threejs-perf.
Какие задачи решает
- развернуть структуру каталогов для новой 3D-игры
- связать модули через шину событий вместо прямых импортов
- вынести баланс и пути к ассетам в один файл констант
- сделать перезапуск игры без утечек геометрий и слушателей
- выбрать между WebGLRenderer и WebGPURenderer
Примеры запросов агенту
- Создай новый проект 3D-игры на Three.js по структуре из скилла
- Добавь в игру систему столкновений через PhysicsSystem
- Переведи материалы на TSL и подключи WebGPURenderer
Как установить threejs-game
1Через Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill threejs-game -a claude-code2Вручную: положить файлы
~/.claude/skills/threejs-game/SKILL.mdПапка скилла целиком; для одного проекта — .claude/skills/threejs-game/
1Через Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill threejs-game -a codex2Вручную: положить файлы
.agents/skills/threejs-game/SKILL.mdДля всех проектов — ~/.agents/skills/
1Через Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill threejs-game -a cursor2Вручную: положить файлы
.cursor/skills/threejs-game/SKILL.mdCursor читает и .agents/skills/, и .claude/skills/
1GitHub CLI
gh skill install PlayableIntelligence/game-creator threejs-game2Вручную: положить файлы
.github/skills/threejs-game/SKILL.md1Через Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill threejs-game -a gemini-cli2Командой платформы
gemini skills install https://github.com/PlayableIntelligence/game-creator --path skills/threejs-gameВручную: положить файлы
.devin/skills/threejs-game/SKILL.mdСтарый путь .windsurf/skills/ тоже читается
Через Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill threejs-game -a opencodeClaude.ai
Упакуйте папку в zip и загрузите в Settings → Capabilities → Skills
По шагам, с командами для каждой платформы: Как установить скилл в Claude Code: пять способов
Вопросы о threejs-game
Как установить threejs-game в Claude?
Выполните npx skills add PlayableIntelligence/game-creator --skill threejs-game -a claude-code. После этого файл скилла окажется в ~/.claude/skills/threejs-game/SKILL.md.
Что делает threejs-game?
Задаёт набор правил для разработки 3D-игр в браузере на Three.js: структуру каталогов, четыре обязательных модуля ядра и работу с событиями. Агент опирается на них, когда создаёт сцену, добавляет игровую механику или правит существующий проект.
Нужен ли TypeScript для работы скилла?
Нет. Шаблоны игр написаны на JavaScript, TypeScript указан как необязательный вариант.
Исходный текст
SKILL.md · MIT
--- name: threejs-game description: Build 3D browser games with Three.js using event-driven modular architecture. Use when creating a new 3D game, adding 3D game features, setting up Three.js scenes, or working on any Three.js game project. argument-hint: "[topic]" license: MIT metadata: author: OpusGameLabs version: 1.3.0 tags: [game, 3d, threejs, webgl, event-driven, modular] --- # Three.js Game Development You are an expert Three.js game developer. Follow these opinionated patterns when building 3D browser games. > **Reference**: See `reference/llms.txt` (quick guide) and `reference/llms-full.txt` (full API + TSL) for official Three.js LLM documentation. Prefer patterns from those files when they conflict with this skill. ## Performance Notes - Take your time with each step. Quality is more important than speed. - Do not skip validation steps — they catch issues early. - Read the full context of each file before making changes. - Profile before optimizing. The bottleneck is rarely where you think. ## Reference Files For detailed reference, see companion files in this directory: - `core-patterns.md` — Full EventBus, GameState, Constants, and Game.js orchestrator code - `tsl-guide.md` — Three.js Shading Language reference (NodeMaterial classes, when to use TSL) - `input-patterns.md` — Gyroscope input, virtual joystick, unified analog InputSystem, input priority system For performance optimization patterns with measured before/after evidence, see the **threejs-perf** skill (`skills/threejs-perf/SKILL.md`). ## Tech Stack - **Renderer**: Three.js (`[email protected]+`, ESM imports) - **Build Tool**: Vite - **Language**: JavaScript (not TypeScript) for game templates — TypeScript optional - **Package Manager**: npm ## Project Setup When scaffolding a new Three.js game: ```bash mkdir <game-name> && cd <game-name> npm init -y npm install three@^0.183.0 npm install -D vite ``` Create `vite.config.js`: ```js import { defineConfig } from 'vite'; export default defineConfig({ root: '.', publicDir: 'public', server: { port: 3000, open: true }, build: { outDir: 'dist' }, }); ``` Add to `package.json` scripts: ```json { "type": "module", "scripts": { "dev": "vite", "build": "vite build", "preview": "vite preview" } } ``` ## Modern Import Patterns ### Vite / npm (default — used in our templates) ```js import * as THREE from 'three'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; ``` ### Import Maps / CDN (standalone HTML games, no build step) ```html <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"> import * as THREE from 'three'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; </script> ``` Use import maps when shipping a single HTML file with no build tooling. Pin the version in the import map URL. ## Required Architecture Every Three.js game MUST use this directory structure: ``` src/ ├── core/ │ ├── Game.js # Main orchestrator - init systems, render loop │ ├── EventBus.js # Singleton pub/sub for all module communication │ ├── GameState.js # Centralized state singleton │ └── Constants.js # ALL config values, balance numbers, asset paths ├── systems/ # Low-level engine systems │ ├── InputSystem.js # Keyboard/mouse/gamepad input │ ├── PhysicsSystem.js # Collision detection │ └── ... # Audio, particles, etc. ├── gameplay/ # Game mechanics │ └── ... # Player, enemies, weapons, etc. ├── level/ # Level/world building │ ├── LevelBuilder.js # Constructs the game world │ └── AssetLoader.js # Loads models, textures, audio ├── ui/ # User interface │ └── ... # Game over, overlays └── main.js # Entry point - creates Game instance ``` ## Core Principles 1. **Core loop first** — Implement one camera, one scene, one gameplay loop. Add player input and a terminal condition (win/lose) **before** adding visual polish. Keep initial scope small: 1 mechanic, 1 fail condition, 1 scoring system. 2. **Gameplay clarity > visual complexity** — Treat 3D as a style choice, not a complexity mandate. A readable game with simple materials beats a visually complex but confusing one. 3. **Restart-safe** — Gameplay must be fully restart-safe. `GameState.reset()` must restore a clean slate. Dispose geometries/materials/textures on cleanup. No stale references or leaked listeners across restarts. ## Core Patterns (Non-Negotiable) Every Three.js game requires these four core modules. Full implementation code is in `core-patterns.md`. ### 1. EventBus Singleton ALL inter-module communication goes through an EventBus (`core/EventBus.js`). Modules never import each other directly for communication. Provides `on`, `once`, `off`, `emit`, and `clear` methods. Events use `domain:action` naming (e.g., `player:hit`, `game:over`). See `core-patterns.md` for the full implementation. ### 2. Centralized GameState One singleton (`core/GameState.js`) holds ALL game state. Systems read from it, events update it. Must include a `reset()` method that restores a clean slate for restarts. See `core-patterns.md` for the full implementation. ### 3. Constants File Every magic number, balance value, asset path, and configuration goes in `core/Constants.js`. Never hardcode values in game logic. Organize by domain: `PLAYER_CONFIG`, `ENEMY_CONFIG`, `WORLD`, `CAMERA`, `COLORS`, `ASSET_PATHS`. See `core-patterns.md` for the full implementation. ### 4. Game.js Orchestrator The Game class (`core/Game.js`) initializes everything and runs the render loop. Uses `renderer.setAnimationLoop()` -- the official Three.js pattern (handles WebGPU async correctly and pauses when the tab is hidden). Sets up renderer, scene, camera, systems, UI, and event listeners in `init()`. See `core-patterns.md` for the full implementation. ## Renderer Selection ### WebGLRenderer (default — use for all game templates) Maximum browser compatibility. Well-established, most examples and tutorials use this. Our templates default to WebGLRenderer. ```js import * as THREE from 'three'; const renderer = new THREE.WebGLRenderer({ antialias: true }); ``` ### WebGPURenderer (when you need TSL or compute shaders) Required for custom node-based materials (TSL), compute shaders, and advanced rendering. Note: import path changes to `'three/webgpu'` and init is async. ```js import * as THREE from 'three/webgpu'; const renderer = new THREE.WebGPURenderer({ antialias: true }); await renderer.init(); ``` **When to pick WebGPU**: You need TSL custom shaders, compute shaders, or node-based materials. Otherwise, stick with WebGL. See `tsl-guide.md` for TSL details. ## Play.fun Safe Zone When games run inside the Play.fun dashboard on mobile Safari, the SDK sets CSS custom properties on the game iframe's `document.documentElement`: - `--ogp-safe-top-inset` — space below the Play.fun header bubbles (~68px on mobile) - `--ogp-safe-bottom-inset` — space above Safari bottom controls (~148px on mobile) Both default to `0px` when not running inside the dashboard (desktop, standalone). ### Constants ```js // In Constants.js — reads SDK CSS vars with static fallbacks function _readSafeInsets() { const s = getComputedStyle(document.documentElement); return { top: parseInt(s.getPropertyValue('--ogp-safe-top-inset')) || 0, bottom: parseInt(s.getPropertyValue('--ogp-safe-bottom-inset')) || 0, }; } const _insets = _readSafeInsets(); export const SAFE_ZONE = { TOP_PX: Math.max(75, _insets.top), BOTTOM_PX: _insets.bottom, TOP_PERCENT: 8, }; ``` ### CSS Rule All `.overlay` elements (game-over, pause, menus) must use the CSS variables for padding: ```css .overlay { padding-top: max(20px, 8vh, var(--ogp-safe-top-inset, 0px)); padding-bottom: var(--ogp-safe-bottom-inset, 0px); } ``` Bottom-positioned UI (joysticks, action buttons) must also respect the bottom inset: ```css #joystick-zone { bottom: max(20px, 3vh, var(--ogp-safe-bottom-inset, 0px)); } .bottom-hud { margin-bottom: var(--ogp-safe-bottom-inset, 0px); } ``` ### What to Check - No text, buttons, or interactive elements in the top or bottom inset areas - Game-over overlays center content in the **usable area** (between both insets), not the full viewport - Score displays, titles, and restart buttons are all visible and not hidden behind browser chrome - Bottom-positioned controls (joysticks, action buttons) are not clipped by Safari bottom bar **Note**: The 3D canvas itself renders behind the chrome, which is fine — the game should bleed to fill the full viewport. Only HTML overlay UI needs the safe zone offset. In-world 3D elements (HUD textures, floating text) should avoid the top 8% and bottom inset of screen space. ## Performance Rules - **Use `renderer.setAnimationLoop()`** instead of manual `requestAnimationFrame`. It pauses when the tab is hidden and handles WebGPU async correctly. - **Cap delta time**: `Math.min(clock.getDelta(), 0.1)` to prevent death spirals - **Cap pixel ratio**: `renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))` — avoids GPU overload on high-DPI screens - **Object pooling**: Reuse `Vector3`, `Box3`, temp objects in hot loops to minimize GC. Avoid per-frame allocations — preallocate and reuse. - **Disable shadows on first pass** — Only enable shadow maps when specifically needed and tested on mobile. Dynamic shadows are the single most expensive rendering feature. - **Keep draw calls low** — Fewer unique materials and geometries = fewer draw calls. Merge static geometry where possible. Use instanced meshes for repeated objects. See `skills/threejs-perf/` for InstancedMesh patterns (~9,000× fewer draw calls, ~57× faster render CPU). - **Prefer simple materials** — Use `MeshBasicMaterial` or `MeshStandardMaterial`. Avoid `MeshPhysicalMaterial`, custom shaders, or complex material setups unless specifically needed. - **No postprocessing by default** — Skip bloom, SSAO, motion blur, and other postprocessing passes on first implementation. These tank mobile performance. Add only after gameplay is solid and perf budget allows. - **Keep geometry/material count small** — A game with 10 unique materials renders faster than one with 100. Reuse materials across objects with the same appearance. - **Use `powerPreference: 'high-performance'`** on the renderer - **Dispose properly**: Call `.dispose()` on geometries, materials, textures when removing objects - **Frustum culling**: Let Three.js handle it (enabled by default) but set bounding spheres on custom geometry ## Asset Loading - Place static assets in `/public/` for Vite - Use GLB format for 3D models (smaller, single file) - Use `THREE.TextureLoader`, `GLTFLoader` from `three/addons` - Show loading progress via callbacks to UI ```js import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; const loader = new GLTFLoader(); function loadModel(path) { return new Promise((resolve, reject) => { loader.load( path, (gltf) => resolve(gltf.scene), undefined, (error) => reject(error), ); }); } ``` ## Input Handling (Mobile-First) All games MUST work on desktop AND mobile unless explicitly specified otherwise. Allocate 60% effort to mobile / 40% desktop when making tradeoffs. Choose the best mobile input for each game concept: | Game Type | Primary Mobile Input | Fallback | |-----------|---------------------|----------| | Marble/tilt/balance | Gyroscope (DeviceOrientation) | Virtual joystick | | Runner/endless | Tap zones (left/right half) | Swipe gestures | | Puzzle/turn-based | Tap targets (44px min) | Drag & drop | | Shooter/aim | Virtual joystick + tap-to-fire | Dual joysticks | | Platformer | Virtual D-pad + jump button | Tilt for movement | ### Unified Analog InputSystem Use a dedicated InputSystem that merges keyboard, gyroscope, and touch into a single analog interface. Game logic reads `moveX`/`moveZ` (-1..1) and never knows the source. Keyboard input is always active as an override; on mobile, the system initializes gyroscope (with iOS 13+ permission request) or falls back to a virtual joystick. See `input-patterns.md` for the full implementation, including GyroscopeInput, VirtualJoystick, and input priority patterns. ## When Adding Features 1. Create a new module in the appropriate `src/` subdirectory 2. Define new events in `EventBus.js` Events object using `domain:action` naming 3. Add configuration to `Constants.js` 4. Add state to `GameState.js` if needed 5. Wire it up in `Game.js` orchestrator 6. Communicate with other systems ONLY through EventBus ## Pre-Ship Validation Checklist Before considering a game complete, verify: - [ ] **Core loop works** — Player can start, play, lose/win, and see the result - [ ] **Restart works cleanly** — `GameState.reset()` restores a clean slate, all Three.js resources disposed - [ ] **Touch + keyboard input** — Game works on mobile (gyro/joystick/tap) and desktop (keyboard/mouse) - [ ] **Responsive canvas** — Renderer resizes on window resize, camera aspect updated - [ ] **All values in Constants** — Zero hardcoded magic numbers in game logic - [ ] **EventBus only** — No direct cross-module imports for communication - [ ] **Resource cleanup** — Geometries, materials, textures disposed when removed from scene - [ ] **No postprocessing** — Unless explicitly needed and tested on mobile - [ ] **Shadows disabled** — Unless explicitly needed and budget allows - [ ] **Delta-capped movement** — `Math.min(clock.getDelta(), 0.1)` on every frame - [ ] **Mute toggle** — Audio can be muted/unmuted; `isMuted` state is respected - [ ] **Safe zone respected** — All HTML overlay UI uses `var(--ogp-safe-top-inset)` / `var(--ogp-safe-bottom-inset)` for Play.fun safe area; bottom controls offset above the bottom inset - [ ] **Build passes** — `npm run build` succeeds with no errors - [ ] **No console errors** — Game runs without uncaught exceptions or WebGL failures
© OpusGameLabs · MIT · PlayableIntelligence/game-creator