Agent skill

threejs-scene-setup

Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.

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Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-scene-setup --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 7 KB
Bundled scripts: none
Requires: three.js r165+ (verified against r184; ES modules + import maps)
Path: skills/web-engines/threejs-scene-setup/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# three.js Scene Setup Create the foundation of a three.js app: module loading, the scene/camera/renderer trio, the render loop, responsive resizing, and camera controls. Patterns target **r165+** and are verified against **r184**. ## When to use - Use when bootstrapping a three.js scene, fixing a blank/black canvas, making the canvas responsive, setting up the animation loop, or adding `OrbitControls`. - Use when `package.json` depends on `three` and code does `import * as THREE from 'three'`. **When *not* to use:** loading `.gltf`/`.glb` models or skinned animation → `threejs-gltf-loading`. Materials, lights, shadows, environment maps → `threejs-materials-lighting`. 2D rendering → `pixijs-rendering`. ## Core workflow 1. **Load three.js as an ES module with an import map.** Since r147 the bare specifier `'three'` and `'three/addons/'` must be mapped (in HTML or by a bundler). Addons (controls, loaders) live under `three/addons/...`. 2. **Create the trio.** A `Scene` (root of the graph), a `PerspectiveCamera(fov, aspect, near, far)` moved back from the origin, and a `WebGLRenderer` whose `domElement` is in the DOM. Set size and `pixelRatio`. 3. **Add a mesh.** `new Mesh(geometry, m

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. HTML import map + module entry (no bundler)
  5. 2. Scene + camera + renderer
  6. 3. The render loop (setAnimationLoop + Clock)
  7. 4. Responsive resize
  8. 5. OrbitControls (orbit / pan / zoom)
  9. Pitfalls
  10. References
  11. Related skills
Ships with 1 file
  • references/scene-graph.md
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About this skill
What does the threejs-scene-setup skill do?

Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-scene-setup --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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