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Threejs Gameplay Systems

CommunityPopular
majidmanzarpour
threejs-gameplay-systems

Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring, objectives, and game feel. Use for first playable slices, new Vite/TypeScript/Three.js setups, level/arena/track/wave/hole/puzzle design, combat encounters, difficulty tuning, and juice.

Overview

Publishermajidmanzarpour
Repositorythreejs-game-skills
Skill namethreejs-gameplay-systems
Stars
2.1K
Forks
212
Bundled files
31
LicenseMIT
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.

  • 31 bundled files

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

  • Open source

    Published by majidmanzarpour on GitHub. Read the source before you install it.

Installation

Install the Threejs Gameplay Systems 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.
  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/majidmanzarpour/threejs-game-skills.git /tmp/threejs-game-skills
mkdir -p .claude/skills
cp -r /tmp/threejs-game-skills/skills/threejs-gameplay-systems .claude/skills/threejs-gameplay-systems
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Threejs Gameplay Systems 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 Gameplay Systems 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 Gameplay Systems 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 Gameplay Systems

Create or evolve a playable browser game loop with clear ownership, responsive controls, deterministic update order, and a space that shapes player decisions.

Resolve <this-skill-dir> and local references from the actual loaded skill file; resolve sibling skills beside it before using runner-discovered alternatives.

References

FileRead it when
references/game-feel.mdtuning feel, juice, impact, hitstop, screenshake, or claiming polished gameplay
references/genre-design.mddesigning levels, arenas, tracks, waves, holes, puzzles, encounters, or difficulty curves
references/physics-engine-selection.mdadding or changing physics, collision-heavy gameplay, vehicles, rolling balls, character controllers, sensors, moving platforms

Start here

bash
python3 <this-skill-dir>/scripts/create_threejs_game.py ./my-game

Copies assets/threejs-vite-game/, rewrites the project name, and gives the game its own visual test and canvas inspector. --force overwrites an existing directory.

Design first

For broad game creation or a substantial design change, write three short artifacts or update the existing ones. A narrow mechanic fix uses the existing design and preserves unrelated systems:

Design brief. Player promise (the fantasy in one sentence) · target feeling · primary verb · secondary verbs · what the player repeats every 5–30 seconds · what changes across 1–5 minutes · how they lose, learn, and restart · what is rewarded and what creates risk · what a better player does differently · how the next decision is communicated · non-goals for this slice.

Core loop contract. Player does [verb] to achieve [objective] while [pressure] creates risk; success gives [reward], failure causes [cost/retry]. Then prove each clause in code: the verb is mapped to real input, the objective is visible in world or HUD, pressure exists inside the first playable minute, reward changes state rather than only visuals, failure teaches what happened, and restart is fast enough to invite another attempt.

Level or encounter plan. Spatial format · what the camera can and cannot see · player start, first decision, first threat, first reward · landmarks · how challenge escalates every 20–60 seconds or per wave/hole/lap · recovery beats · how hazards are telegraphed · which pieces are modular or parameterized.

"Explore a cool scene" is not a design brief. A brief needs decisions, pressure, feedback, and consequence.

Build

  1. Inspect existing structure, scripts, dependencies, loop, input, camera, entities, state, UI, diagnostics.
  2. Keep small ownership boundaries: core, game, entities, systems, assets, ui, tests.
  3. Implement in playable increments — input, state, entity, collision, feedback, HUD and audio hooks, diagnostics — so something is playable at every step. Establish one representative encounter at the intended camera scale with the actual hero and feedback before expanding content. Enemy, reward, and prop variety should serve the genre's decisions, not a universal asset quota.
  4. Tune feel: movement, acceleration, camera follow and FOV, hitstop, impact feedback, cooldowns, difficulty, restart.
  5. Keep hot paths allocation-light and update order explicit.
  6. Route all gameplay randomness through the scaffold's seeded RNG so the deterministic test hooks keep working.

For coordinated work, define input intents, entity/asset interfaces, and events before delegating independent modules. Report changed behavior and local checks to the lead, who owns the consolidated browser pass. When a user changes requirements, update the existing brief and pending tasks instead of restarting completed work.

Gameplay code emits audio events; threejs-audio-generator produces the actual assets and the runtime audio matrix.

Stack

TypeScript, Vite, Three.js modules, three/addons/... for official controls, loaders, and post-processing. lil-gui for live-tuned constants. Web Audio for runtime playback. Physics engine choice, timestep, and collider strategy follow references/physics-engine-selection.md — Rapier by default when the game needs real simulation.

What goes wrong

A static demo instead of a playable loop · mechanics bolted onto a scene that was built first · a core loop described but never proven through real input, pressure, reward, and fail/retry · a track or arena that decorates rather than shapes decisions · a mechanic that compiles but no input can trigger · camera and controls that lag or hide the next decision · state changes that never reach UI, audio, or VFX · abstractions built before any mechanic needed them.

Report

Behavior and controls, the three design artifacts for broad builds, architecture choices and tuned values, changed files, and what you saw when you played it. Note the physics engine, timestep, and collider strategy when physics is in scope.

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 Gameplay Systems AI skill do?

Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring, objectives, and game feel. Use for first playable slices, new Vite/TypeScript/Three.js setups, level/arena/track/wave/hole/puzzle design, combat encounters, difficulty tuning, and juice.

Why use Threejs Gameplay Systems on TypingMind?

Because you install it once and use it with any model. Threejs Gameplay Systems 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 Gameplay Systems in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/majidmanzarpour/threejs-game-skills/tree/main/skills/threejs-gameplay-systems. 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 Gameplay Systems?

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 Gameplay Systems?

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

Is the Threejs Gameplay Systems AI skill free?

Yes. It is published on GitHub by majidmanzarpour under the MIT 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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