Three.js Game Skills
majidmanzarpour/threejs-game-skills · MIT · 66 entries
Nine agent skills for building three.js browser games. With them come a Vite starter, a shader and material cookbook, game-feel code, a headless canvas inspector, and helper scripts for three paid asset services.
- Get it
npx skills add majidmanzarpour/threejs-game-skills --skill '*' -a claude-code -g -yFor Codex, use -a codex.
- Needs
Nothing to read the skills. To run what they build: Node and npm, Python 3 for the helper scripts, and Chromium through Playwright for the inspector and tests. Optional and paid: Tripo, Gemini and ElevenLabs keys for the three generator skills.
- Sends off your machine
Nothing by itself. Three helper scripts call paid services when an agent runs them with a key: prompts and local images go to Tripo and to Google's Gemini, and prompts, text and audio files go to ElevenLabs. The director skill tells the agent to use those services by default for "premium" requests when the keys are set.
- We watched it run
Every recipe in the shader and material cookbook compiled and drew on the first run: nine materials on nine balls, a rim glow, swaying grass, a dissolve, a sky dome, bloom.

Driven by one number instead of the clock, the cookbook scene gave the same picture every time. So its shaders can be rendered frame by frame. 120 frames took 99 seconds with software rendering.
The starter built in 0.2 seconds and drew a small arena game that answered the keys. As shipped it is not frame-exact: its loop reads the browser's clock.

- Not tried here
The three generator scripts and everything that needs a paid key, the canvas inspector, the tests and the game-feel code were read, not run. Nothing was tried inside Remotion.
- License
MIT
Nothing third-party is bundled. What the three paid services return falls under those services' terms.
Everything in it
Showing 6 of 66Show everything
three.js and WebGL
- Fresnel rim glowAdds a colored glow at the grazing edges of a standard material by injecting three lines of GLSL with onBeforeCompile, so the lit material…
- Gamepad rumbleFeature-detected controller vibration with a swallowed promise. Interactive use only; nothing to render. Code is in the reference page…
- HitstopA 60 to 90 ms near-freeze on a heavy hit: scale the gameplay delta to 0.05 while the camera and feedback keep real time. In a video it is…
- Impact flashPulse a material's emissiveIntensity to a peak and tween it back in 0.22 s; for big events add a one-frame white overlay div fading over…
- Post-processing chainThe finishing pass: EffectComposer with a render pass, bloom (strength 0.45, radius 0.3, threshold 0.85), a small vignette shader, and…
- Scrolling emissive panelsBands of light that travel along a surface, for energy conduits, charge bars and data flowing through a pipe. Time is one uniform (uTime)…