3.4 KiB
3.4 KiB
name, description
| name | description |
|---|---|
| ck-threejs | Build 3D web apps with Three.js (WebGL/WebGPU). Use for 3D scenes, GLTF model loading, animations, physics, VR/XR experiences, particle effects, custom shaders, post-processing, and compute shaders. |
Three.js Development
High-performance 3D web applications using Three.js with 556 searchable examples, 60 API classes, and 20 use-case templates.
When to Use
- Building 3D scenes, games, or data visualizations
- Loading 3D models (GLTF, FBX, OBJ)
- Implementing animations, physics, or VR/AR (WebXR)
- Creating particle effects or custom GLSL shaders
- Optimizing WebGL/WebGPU rendering performance
Don't Use When
- Simple CSS/SVG animations suffice
- 2D canvas work without 3D requirements (use plain Canvas API)
Search Examples and API
python3 $HOME/.claude/skills/threejs/scripts/search.py "<query>" [--domain <domain>] [-n <max>]
# Examples
python3 $HOME/.claude/skills/threejs/scripts/search.py "particle compute webgpu"
python3 $HOME/.claude/skills/threejs/scripts/search.py "camera" --domain api
python3 $HOME/.claude/skills/threejs/scripts/search.py "product configurator" --use-case
python3 $HOME/.claude/skills/threejs/scripts/search.py --category webgpu -n 10
Domains: examples (code), api (classes), use-cases (project types), categories (browse)
Quick Start
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);
scene.add(new THREE.AmbientLight(0x404040));
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 5, 5);
scene.add(dirLight);
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
new GLTFLoader().load('model.glb', (gltf) => scene.add(gltf.scene));
function animate() { requestAnimationFrame(animate); renderer.render(scene, camera); }
animate();
Common Use Cases
| Use Case | Key Tools | Complexity |
|---|---|---|
| Product Configurator | GLTF, PBR, EnvMaps | Medium |
| Game Development | Animation, Physics, Controls | High |
| Data Visualization | BufferGeometry, Points | Medium |
| 360 Panorama | Equirectangular, WebXR | Low |
| Architectural Viz | GLTF, HDR, CSM Shadows | High |
Progressive Reference Files
references/00-fundamentals.md— core concepts, scene graphreferences/01-getting-started.md— setup, basic renderingreferences/02-loaders.md— GLTF, FBX, OBJ loadersreferences/03-textures.md— texture types, mappingreferences/04-cameras.md— camera types, controlsreferences/05-lights.md— light types, shadowsreferences/06-animations.md— AnimationMixer, clipsreferences/08-interaction.md— raycasting, pickingreferences/09-postprocessing.md— bloom, SSAO, SSRreferences/11-materials.md— PBR, standard materialsreferences/12-performance.md— instancing, LOD, batchingreferences/13-node-materials.md— TSL shader graphsreferences/14-physics-vr.md— physics, WebXRreferences/16-webgpu.md— WebGPU, compute shadersreferences/17-shader.md— custom GLSL shaders
Resources
- Docs: https://threejs.org/docs/
- Examples: https://threejs.org/examples/
- Discord: https://discord.gg/56GBJwAnUS