Skillgeneral
Threejs Game Skill
Three.js game development. Use for 3D web games, WebGL rendering, game mechanics, physics integration, character controllers, camera systems, lighting, animations, and interactive 3D experiences in the browser.
SKILL.md
---
name: threejs-game
description: Three.js game development. Use for 3D web games, WebGL rendering, game mechanics, physics integration, character controllers, camera systems, lighting, animations, and interactive 3D experiences in the browser.
---
# Three.js Game Development Skill
Comprehensive assistance with Three.js game development using WebGL, covering 3D rendering, game mechanics, physics, animations, and interactive browser-based games.
## When to Use This Skill
Activate this skill when:
- Building 3D web games with Three.js
- Implementing game mechanics (player movement, collisions, scoring)
- Setting up cameras, lighting, and scene management
- Loading 3D models (GLTF, OBJ, FBX)
- Handling user input (keyboard, mouse, touch, gamepad)
- Creating animations and character controllers
- Integrating physics engines (Cannon.js, Ammo.js)
- Optimizing 3D game performance
- Working with shaders and materials for game visuals
## Quick Reference
### Basic Game Setup
```javascript
import * as THREE from 'three';
// Create 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({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Game loop
function animate(time) {
requestAnimationFrame(animate);
// Update game logic here
updatePlayer(time);
updateEnemies(time);
checkCollisions();
renderer.render(scene, camera);
}
animate();
```
### Player Controller (Third-Person)
```javascript
class PlayerController {
constructor(camera, target) {
this.camera = camera;
this.target = target;
this.distance = 10;
this.height = 5;
this.rotationSpeed = 0.005;
this.moveSpeed = 0.1;
}
update(input) {
// Movement
const forward = new THREE.Vector3(0, 0, -1).applyQuaternion(this.target.quaternion);
const right = new THREE.Vector3(1, 0, 0).applyQuaternion(this.target.quaternion);
if (input.forward) this.target.position.add(forward.multiplyScalar(this.moveSpeed));
if (input.backward) this.target.position.add(forward.multiplyScalar(-this.moveSpeed));
if (input.left) this.target.position.add(right.multiplyScalar(-this.moveSpeed));
if (input.right) this.target.position.add(right.multiplyScalar(this.moveSpeed));
// Rotation
if (input.rotateLeft) this.target.rotation.y += this.rotationSpeed;
if (input.rotateRight) this.target.rotation.y -= this.rotationSpeed;
// Update camera position
const offset = new THREE.Vector3(0, this.height, this.distance);
offset.applyQuaternion(this.target.quaternion);
this.camera.position.copy(this.target.position).add(offset);
this.camera.lookAt(this.target.position);
}
}
```
### Input Handling
```javascript
class InputManager {
constructor() {
this.keys = {};
this.mouse = { x: 0, y: 0, buttons: {} };
window.addEventListener('keydown', (e) => this.keys[e.code] = true);
window.addEventListener('keyup', (e) => this.keys[e.code] = false);
window.addEventListener('mousemove', (e) => {
this.mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
this.mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
});
}
getInput() {
return {
forward: this.keys['KeyW'] || this.keys['ArrowUp'],
backward: this.keys['KeyS'] || this.keys['ArrowDown'],
left: this.keys['KeyA'] || this.keys['ArrowLeft'],
right: this.keys['KeyD'] || this.keys['ArrowRight'],
jump: this.keys['Space'],
action: this.keys['KeyE'],
rotateLeft: this.keys['KeyQ'],
rotateRight: this.keys['KeyE']
};
}
}
```
### Collision Detection (Raycasting)
```javascript
function checkCollisions(player, obstacles) {
const raycaster = new THREE.Raycaster();
const directions = [
new THREE.Vector3(1, 0, 0), // right
new THREE.Vector3(-1, 0, 0), // left
new THREE.Vector3(0, 0, 1), // forward
new THREE.Vector3(0, 0, -1), // backward
];
for (const direction of directions) {
raycaster.set(player.position, direction);
const intersects = raycaster.intersectObjects(obstacles);
if (intersects.length > 0 && intersects[0].distance < 1.0) {
return {
collision: true,
object: intersects[0].object,
distance: intersects[0].distance,
point: intersects[0].point
};
}
}
return { collision: false };
}
```
### Loading 3D Models (GLTF)
```javascript
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
const loader = new GLTFLoader();
function loadCharacter(path) {
return new Promise((resolve, reject) => {
loader.load(
path,
(gltf) => {
const model = gltf.scene;
model.scale.set(1, 1, 1);
scene.add(model);
// Setup animations if available
const mixer = new THREE.AnimationMixer(model);
const animations = {};
gltf.animations.forEach(clip => {
animations[clip.name] = mixer.clipAction(clip);
});
resolve({ model, mixer, animations });
},
(progress) => {
console.log(`Loading: ${(progress.loaded / progress.total * 100).toFixed(2)}%`);
},
(error) => reject(error)
);
});
}
// Usage
const character = await loadCharacter('/models/character.glb');
character.animations.idle.play();
```
### Basic Physics (Gravity & Jumping)
```javascript
class PhysicsBody {
constructor(mesh) {
this.mesh = mesh;
this.velocity = new THREE.Vector3();
this.onGround = false;
this.gravity = -9.8;
this.jumpPower = 5;
}
update(deltaTime) {
// Apply gravity
if (!this.onGround) {
this.velocity.y += this.gravity * deltaTime;
}
// Apply velocity
this.mesh.position.add(this.velocity.clone().multiplyScalar(deltaTime));
// Ground check
if (this.mesh.position.y <= 0) {
this.mesh.position.y = 0;
this.velocity.y = 0;
this.onGround = true;
}
}
jump() {
if (this.onGround) {
this.velocity.y = this.jumpPower;
this.onGround = false;
}
}
}
```
### Interactive Objects (Picking)
```javascript
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
function onMouseClick(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(interactableObjects);
if (intersects.length > 0) {
const object = intersects[0].object;
object.userData.onInteract?.();
}
}
window.addEventListener('click', onMouseClick);
```
### Health & Damage System
```javascript
class Entity {
constructor(mesh, maxHealth) {
this.mesh = mesh;
this.maxHealth = maxHealth;
this.health = maxHealth;
this.isDead = false;
}
takeDamage(amount) {
if (this.isDead) return;
this.health = Math.max(0, this.health - amount);
if (this.health === 0) {
this.die();
}
return this.health;
}
heal(amount) {
this.health = Math.min(this.maxHealth, this.health + amount);
return this.health;
}
die() {
this.isDead = true;
this.mesh.visible = false;
// Trigger death animation, effects, etc.
}
}
```
## Key Concepts
### Scene Graph
- Organize game objects hierarchically
- Use groups for complex objects
- Parent-child transformations
### Game Loop
- Use `requestAnimationFrame` for 60fps
- Calculate delta time for frame-independent movement
- Separate update logic from rendering
### Camera Systems
- **PerspectiveCamera**: First/third-person games
- **OrthographicCamera**: 2D/isometric games
- Implement camera follow and smooth transitions
### Lighting
- **AmbientLight**: Base illumination
- **DirectionalLight**: Sun/moonlight with shadows
- **PointLight**: Torches, explosions
- **SpotLight**: Flashlights, stage lights
### Performance Optimization
- Use instancing for repeated objects
- Implement frustum culling
- Use LOD (Level of Detail) for distant objects
- Minimize draw calls
- Use texture atlases
- Enable shadow map optimization
### Asset Loading
- Preload all assets before game start
- Show loading progress bar
- Use LoadingManager for coordination
- Cache loaded assets
## Common Game Patterns
### State Machine (Game States)
```javascript
class GameStateMachine {
constructor() {
this.states = {
menu: new MenuState(),
playing: new PlayingState(),
paused: new PausedState(),
gameOver: new GameOverState()
};
this.currentState = this.states.menu;
}
changeState(stateName) {
this.currentState.exit();
this.currentState = this.states[stateName];
this.currentState.enter();
}
update(deltaTime) {
this.currentState.update(deltaTime);
}
}
```
### Object Pooling
```javascript
class ObjectPool {
constructor(factory, initialSize = 10) {
this.factory = factory;
this.available = [];
this.inUse = [];
for (let i = 0; i < initialSize; i++) {
this.available.push(factory());
}
}
acquire() {
let obj = this.available.pop();
if (!obj) obj = this.factory();
this.inUse.push(obj);
return obj;
}
release(obj) {
const index = this.inUse.indexOf(obj);
if (index > -1) {
this.inUse.splice(index, 1);
this.available.push(obj);
}
}
}
// Usage
const bulletPool = new ObjectPool(() => createBullet(), 20);
const bullet = bulletPool.acquire();
// ... use bullet
bulletPool.release(bullet);
```
## Reference Files
Detailed documentation organized by topic:
- **getting_started.md** - Three.js fundamentals, setup, and basic concepts
- **game_development.md** - Game loop, player controllers, game mechanics
- **scene_graph.md** - Scene organization, hierarchy, transformations
- **materials.md** - Material types, shaders, visual effects
- **textures.md** - Texture loading, UV mapping, atlases
- **lighting.md** - Light types, shadows, HDR
- **cameras.md** - Camera types, controls, viewport management
- **geometry.md** - Built-in geometries, custom geometry, buffers
- **loading.md** - Asset loading (models, textures, audio)
- **animation.md** - Animation system, skeletal animation, tweens
- **interactivity.md** - Raycasting, picking, UI integration
- **effects.md** - Post-processing, particles, fog
## Resources
### Official Documentation
- Three.js Manual: https://threejs.org/manual/
- Three.js API: https://threejs.org/docs/
- Three.js Examples: https://threejs.org/examples/
### Physics Integration
- **Cannon.js**: Lightweight 3D physics
- **Ammo.js**: Full Bullet physics engine port
- **Rapier**: High-performance physics
### Useful Libraries
- **three-mesh-bvh**: Fast raycasting
- **three-pathfinding**: Navigation meshes
- **postprocessing**: Advanced effects
## Working with This Skill
### For Beginners
1. Start with basic scene setup
2. Learn the coordinate system
3. Understand the game loop
4. Practice with simple shapes before models
### For Game Development
1. Plan your game architecture
2. Implement input handling first
3. Build a simple player controller
4. Add gameplay mechanics incrementally
5. Optimize performance throughout
### For Advanced Features
1. Integrate physics engines
2. Implement advanced shaders
3. Add post-processing effects
4. Build multiplayer networking
## Notes
- Three.js uses a right-handed coordinate system (X right, Y up, Z out)
- Optimize early: profile regularly, minimize draw calls
- Use development builds for debugging, production builds for release
- Consider WebGL 2 features for modern browsers
- Mobile performance requires careful optimization