Threejs Scene Setup logo

Threejs Scene Setup

OrganizationPopular
gamedev-skills
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.

Overview

Publishergamedev-skills
Repositoryawesome-gamedev-agent-skills
Skill namethreejs-scene-setup
Stars
1.3K
Forks
107
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by gamedev-skills on GitHub. Read the source before you install it.

Installation

Install the Threejs Scene Setup AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/web-engines/threejs-scene-setup
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git /tmp/awesome-gamedev-agent-skills
mkdir -p .claude/skills
cp -r /tmp/awesome-gamedev-agent-skills/skills/web-engines/threejs-scene-setup .claude/skills/threejs-scene-setup
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Threejs Scene Setup in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Threejs Scene Setup on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Threejs Scene Setup is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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 r186. Read the installed three version before changing an existing project because examples and addons move across releases.

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, material) and scene.add(mesh). With a lit material you also need a light (see threejs-materials-lighting).
  4. Drive a render loop with renderer.setAnimationLoop(fn). It's the modern, WebXR-/WebGPU-safe replacement for hand-rolled requestAnimationFrame. Use a Timer for delta time (Clock is deprecated since r183).
  5. Handle resize so the camera aspect and renderer match the canvas; update camera.aspect, call updateProjectionMatrix(), and renderer.setSize(...).
  6. Add OrbitControls for orbit/pan/zoom while developing. Confirm something actually renders (a lit cube, the controls responding) before assuming success.

Patterns

1. HTML import map + module entry (no bundler)

html
<canvas id="c"></canvas>
<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/three@0.186.0/build/three.module.js",
    "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.0/examples/jsm/"
  }
}
</script>
<script type="module" src="./main.js"></script>

With a bundler (Vite/webpack), skip the import map and just npm i three; the same import statements resolve.

2. Scene + camera + renderer

js
// main.js
import * as THREE from 'three';

const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap for perf
renderer.setSize(window.innerWidth, window.innerHeight);

const scene = new THREE.Scene();
scene.background = new THREE.Color(0x101018);

const camera = new THREE.PerspectiveCamera(
  60,                                   // vertical field of view (degrees)
  window.innerWidth / window.innerHeight, // aspect
  0.1,                                  // near
  100                                   // far
);
camera.position.set(3, 2, 5);
camera.lookAt(0, 0, 0);

const cube = new THREE.Mesh(
  new THREE.BoxGeometry(1, 1, 1),
  new THREE.MeshNormalMaterial()        // unlit; shows orientation without a light
);
scene.add(cube);

3. The render loop (setAnimationLoop + Timer)

js
const timer = new THREE.Timer();        // replaces the deprecated THREE.Clock (r183+)
timer.connect(document);                // optional: no huge delta after a hidden tab

renderer.setAnimationLoop((time) => {
  timer.update(time);                   // call once per frame, before getDelta()
  const dt = timer.getDelta();          // seconds since last frame
  cube.rotation.x += dt;                // frame-rate independent
  cube.rotation.y += dt * 0.7;
  renderer.render(scene, camera);
});
// renderer.setAnimationLoop(null); // stop the loop

4. Responsive resize

js
function onResize() {
  const w = window.innerWidth, h = window.innerHeight;
  camera.aspect = w / h;
  camera.updateProjectionMatrix();      // required after changing aspect
  renderer.setSize(w, h);
}
window.addEventListener('resize', onResize);

5. OrbitControls (orbit / pan / zoom)

js
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;          // inertial feel
controls.target.set(0, 0, 0);

renderer.setAnimationLoop(() => {
  controls.update();                    // needed every frame when damping is on
  renderer.render(scene, camera);
});

Pitfalls

  • Failed to resolve module specifier "three" → missing import map (or bundler config). Map both "three" and "three/addons/"; addon paths must end with /.
  • Black canvas, no errors → camera is at the origin (inside/behind the object), or you used a lit material (MeshStandardMaterial) with no light. Move the camera back; use MeshNormalMaterial/MeshBasicMaterial to verify geometry first.
  • Nothing animates → you never called renderer.render inside the loop, or you call setAnimationLoop but render outside it.
  • Stretched / squashed view on resize → you resized the renderer but didn't update camera.aspect + updateProjectionMatrix().
  • Blurry or jagged on HiDPI → set renderer.setPixelRatio(...); cap it (≈2) so 4K/retina screens don't tank performance.
  • OrbitControls feel dead → with enableDamping = true you must call controls.update() every frame.
  • Old tutorials use <script src="three.min.js"> → since r147 three.js ships ES modules only; use type="module" + import maps.

References

  • For coordinate conventions, the scene-graph (Group, parent/child transforms, Object3D add/remove), OrthographicCamera for 2.5D, and disposing of geometries/materials/textures to avoid leaks, read references/scene-graph.md.

Related skills

  • threejs-materials-lighting — give surfaces a lit look (lights, shadows, PBR).
  • threejs-gltf-loading — load 3D models and play their animations.
  • pixijs-rendering — 2D rendering in the browser.
  • fps-shooter — a 3D genre template that composes three.js skills.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Threejs Scene Setup AI 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.

Why use Threejs Scene Setup on TypingMind?

Because you install it once and use it with any model. Threejs Scene Setup is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Threejs Scene Setup in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/web-engines/threejs-scene-setup. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Threejs Scene Setup?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Threejs Scene Setup?

As many as you like. As long as a model supports skills, you can use Threejs Scene Setup with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Threejs Scene Setup AI skill free?

Yes. It is published on GitHub by gamedev-skills under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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