Threejs Game logo

Threejs Game

Organization
PlayableIntelligence
threejs-game

Build 3D browser games with Three.js using event-driven modular architecture. Use when creating a new 3D game, adding 3D game features, setting up Three.js scenes, or working on any Three.js game project.

Overview

PublisherPlayableIntelligence
Repositorygame-creator
Skill namethreejs-game
Stars
331
Forks
41
Bundled files
5
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.

  • 5 bundled files

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

  • Open source

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

Installation

Install the Threejs Game 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/PlayableIntelligence/game-creator.git /tmp/game-creator
mkdir -p .claude/skills
cp -r /tmp/game-creator/skills/threejs-game .claude/skills/threejs-game
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Threejs Game 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 Game 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 Game 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 Game Development

You are an expert Three.js game developer. Follow these opinionated patterns when building 3D browser games.

Reference: See reference/llms.txt (quick guide) and reference/llms-full.txt (full API + TSL) for official Three.js LLM documentation. Prefer patterns from those files when they conflict with this skill.

Performance Notes

  • Take your time with each step. Quality is more important than speed.
  • Do not skip validation steps — they catch issues early.
  • Read the full context of each file before making changes.
  • Profile before optimizing. The bottleneck is rarely where you think.

Reference Files

For detailed reference, see companion files in this directory:

  • core-patterns.md — Full EventBus, GameState, Constants, and Game.js orchestrator code
  • tsl-guide.md — Three.js Shading Language reference (NodeMaterial classes, when to use TSL)
  • input-patterns.md — Gyroscope input, virtual joystick, unified analog InputSystem, input priority system

For performance optimization patterns with measured before/after evidence, see the threejs-perf skill (skills/threejs-perf/SKILL.md).

Tech Stack

  • Renderer: Three.js (three@0.183.0+, ESM imports)
  • Build Tool: Vite
  • Language: JavaScript (not TypeScript) for game templates — TypeScript optional
  • Package Manager: npm

Project Setup

When scaffolding a new Three.js game:

bash
mkdir <game-name> && cd <game-name>
npm init -y
npm install three@^0.183.0
npm install -D vite

Create vite.config.js:

js
import { defineConfig } from 'vite';

export default defineConfig({
  root: '.',
  publicDir: 'public',
  server: { port: 3000, open: true },
  build: { outDir: 'dist' },
});

Add to package.json scripts:

json
{
  "type": "module",
  "scripts": {
    "dev": "vite",
    "build": "vite build",
    "preview": "vite preview"
  }
}

Modern Import Patterns

Vite / npm (default — used in our templates)

js
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

Import Maps / CDN (standalone HTML games, no build step)

html
<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/three@0.183.0/build/three.module.js",
    "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.183.0/examples/jsm/"
  }
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
</script>

Use import maps when shipping a single HTML file with no build tooling. Pin the version in the import map URL.

Required Architecture

Every Three.js game MUST use this directory structure:

src/
├── core/
│   ├── Game.js          # Main orchestrator - init systems, render loop
│   ├── EventBus.js      # Singleton pub/sub for all module communication
│   ├── GameState.js     # Centralized state singleton
│   └── Constants.js     # ALL config values, balance numbers, asset paths
├── systems/             # Low-level engine systems
│   ├── InputSystem.js   # Keyboard/mouse/gamepad input
│   ├── PhysicsSystem.js # Collision detection
│   └── ...              # Audio, particles, etc.
├── gameplay/            # Game mechanics
│   └── ...              # Player, enemies, weapons, etc.
├── level/               # Level/world building
│   ├── LevelBuilder.js  # Constructs the game world
│   └── AssetLoader.js   # Loads models, textures, audio
├── ui/                  # User interface
│   └── ...              # Game over, overlays
└── main.js              # Entry point - creates Game instance

Core Principles

  1. Core loop first — Implement one camera, one scene, one gameplay loop. Add player input and a terminal condition (win/lose) before adding visual polish. Keep initial scope small: 1 mechanic, 1 fail condition, 1 scoring system.
  2. Gameplay clarity > visual complexity — Treat 3D as a style choice, not a complexity mandate. A readable game with simple materials beats a visually complex but confusing one.
  3. Restart-safe — Gameplay must be fully restart-safe. GameState.reset() must restore a clean slate. Dispose geometries/materials/textures on cleanup. No stale references or leaked listeners across restarts.

Core Patterns (Non-Negotiable)

Every Three.js game requires these four core modules. Full implementation code is in core-patterns.md.

1. EventBus Singleton

ALL inter-module communication goes through an EventBus (core/EventBus.js). Modules never import each other directly for communication. Provides on, once, off, emit, and clear methods. Events use domain:action naming (e.g., player:hit, game:over). See core-patterns.md for the full implementation.

2. Centralized GameState

One singleton (core/GameState.js) holds ALL game state. Systems read from it, events update it. Must include a reset() method that restores a clean slate for restarts. See core-patterns.md for the full implementation.

3. Constants File

Every magic number, balance value, asset path, and configuration goes in core/Constants.js. Never hardcode values in game logic. Organize by domain: PLAYER_CONFIG, ENEMY_CONFIG, WORLD, CAMERA, COLORS, ASSET_PATHS. See core-patterns.md for the full implementation.

4. Game.js Orchestrator

The Game class (core/Game.js) initializes everything and runs the render loop. Uses renderer.setAnimationLoop() -- the official Three.js pattern (handles WebGPU async correctly and pauses when the tab is hidden). Sets up renderer, scene, camera, systems, UI, and event listeners in init(). See core-patterns.md for the full implementation.

Renderer Selection

WebGLRenderer (default — use for all game templates)

Maximum browser compatibility. Well-established, most examples and tutorials use this. Our templates default to WebGLRenderer.

js
import * as THREE from 'three';
const renderer = new THREE.WebGLRenderer({ antialias: true });

WebGPURenderer (when you need TSL or compute shaders)

Required for custom node-based materials (TSL), compute shaders, and advanced rendering. Note: import path changes to 'three/webgpu' and init is async.

js
import * as THREE from 'three/webgpu';
const renderer = new THREE.WebGPURenderer({ antialias: true });
await renderer.init();

When to pick WebGPU: You need TSL custom shaders, compute shaders, or node-based materials. Otherwise, stick with WebGL. See tsl-guide.md for TSL details.

Play.fun Safe Zone

When games run inside the Play.fun dashboard on mobile Safari, the SDK sets CSS custom properties on the game iframe's document.documentElement:

  • --ogp-safe-top-inset — space below the Play.fun header bubbles (~68px on mobile)
  • --ogp-safe-bottom-inset — space above Safari bottom controls (~148px on mobile)

Both default to 0px when not running inside the dashboard (desktop, standalone).

Constants

js
// In Constants.js — reads SDK CSS vars with static fallbacks
function _readSafeInsets() {
  const s = getComputedStyle(document.documentElement);
  return {
    top: parseInt(s.getPropertyValue('--ogp-safe-top-inset')) || 0,
    bottom: parseInt(s.getPropertyValue('--ogp-safe-bottom-inset')) || 0,
  };
}
const _insets = _readSafeInsets();

export const SAFE_ZONE = {
  TOP_PX: Math.max(75, _insets.top),
  BOTTOM_PX: _insets.bottom,
  TOP_PERCENT: 8,
};

CSS Rule

All .overlay elements (game-over, pause, menus) must use the CSS variables for padding:

css
.overlay {
  padding-top: max(20px, 8vh, var(--ogp-safe-top-inset, 0px));
  padding-bottom: var(--ogp-safe-bottom-inset, 0px);
}

Bottom-positioned UI (joysticks, action buttons) must also respect the bottom inset:

css
#joystick-zone {
  bottom: max(20px, 3vh, var(--ogp-safe-bottom-inset, 0px));
}
.bottom-hud {
  margin-bottom: var(--ogp-safe-bottom-inset, 0px);
}

What to Check

  • No text, buttons, or interactive elements in the top or bottom inset areas
  • Game-over overlays center content in the usable area (between both insets), not the full viewport
  • Score displays, titles, and restart buttons are all visible and not hidden behind browser chrome
  • Bottom-positioned controls (joysticks, action buttons) are not clipped by Safari bottom bar

Note: The 3D canvas itself renders behind the chrome, which is fine — the game should bleed to fill the full viewport. Only HTML overlay UI needs the safe zone offset. In-world 3D elements (HUD textures, floating text) should avoid the top 8% and bottom inset of screen space.

Performance Rules

  • Use renderer.setAnimationLoop() instead of manual requestAnimationFrame. It pauses when the tab is hidden and handles WebGPU async correctly.
  • Cap delta time: Math.min(clock.getDelta(), 0.1) to prevent death spirals
  • Cap pixel ratio: renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) — avoids GPU overload on high-DPI screens
  • Object pooling: Reuse Vector3, Box3, temp objects in hot loops to minimize GC. Avoid per-frame allocations — preallocate and reuse.
  • Disable shadows on first pass — Only enable shadow maps when specifically needed and tested on mobile. Dynamic shadows are the single most expensive rendering feature.
  • Keep draw calls low — Fewer unique materials and geometries = fewer draw calls. Merge static geometry where possible. Use instanced meshes for repeated objects. See skills/threejs-perf/ for InstancedMesh patterns (~9,000× fewer draw calls, ~57× faster render CPU).
  • Prefer simple materials — Use MeshBasicMaterial or MeshStandardMaterial. Avoid MeshPhysicalMaterial, custom shaders, or complex material setups unless specifically needed.
  • No postprocessing by default — Skip bloom, SSAO, motion blur, and other postprocessing passes on first implementation. These tank mobile performance. Add only after gameplay is solid and perf budget allows.
  • Keep geometry/material count small — A game with 10 unique materials renders faster than one with 100. Reuse materials across objects with the same appearance.
  • Use powerPreference: 'high-performance' on the renderer
  • Dispose properly: Call .dispose() on geometries, materials, textures when removing objects
  • Frustum culling: Let Three.js handle it (enabled by default) but set bounding spheres on custom geometry

Asset Loading

  • Place static assets in /public/ for Vite
  • Use GLB format for 3D models (smaller, single file)
  • Use THREE.TextureLoader, GLTFLoader from three/addons
  • Show loading progress via callbacks to UI
js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

const loader = new GLTFLoader();

function loadModel(path) {
  return new Promise((resolve, reject) => {
    loader.load(
      path,
      (gltf) => resolve(gltf.scene),
      undefined,
      (error) => reject(error),
    );
  });
}

Input Handling (Mobile-First)

All games MUST work on desktop AND mobile unless explicitly specified otherwise. Allocate 60% effort to mobile / 40% desktop when making tradeoffs. Choose the best mobile input for each game concept:

Game TypePrimary Mobile InputFallback
Marble/tilt/balanceGyroscope (DeviceOrientation)Virtual joystick
Runner/endlessTap zones (left/right half)Swipe gestures
Puzzle/turn-basedTap targets (44px min)Drag & drop
Shooter/aimVirtual joystick + tap-to-fireDual joysticks
PlatformerVirtual D-pad + jump buttonTilt for movement

Unified Analog InputSystem

Use a dedicated InputSystem that merges keyboard, gyroscope, and touch into a single analog interface. Game logic reads moveX/moveZ (-1..1) and never knows the source. Keyboard input is always active as an override; on mobile, the system initializes gyroscope (with iOS 13+ permission request) or falls back to a virtual joystick. See input-patterns.md for the full implementation, including GyroscopeInput, VirtualJoystick, and input priority patterns.

When Adding Features

  1. Create a new module in the appropriate src/ subdirectory
  2. Define new events in EventBus.js Events object using domain:action naming
  3. Add configuration to Constants.js
  4. Add state to GameState.js if needed
  5. Wire it up in Game.js orchestrator
  6. Communicate with other systems ONLY through EventBus

Pre-Ship Validation Checklist

Before considering a game complete, verify:

  • Core loop works — Player can start, play, lose/win, and see the result
  • Restart works cleanlyGameState.reset() restores a clean slate, all Three.js resources disposed
  • Touch + keyboard input — Game works on mobile (gyro/joystick/tap) and desktop (keyboard/mouse)
  • Responsive canvas — Renderer resizes on window resize, camera aspect updated
  • All values in Constants — Zero hardcoded magic numbers in game logic
  • EventBus only — No direct cross-module imports for communication
  • Resource cleanup — Geometries, materials, textures disposed when removed from scene
  • No postprocessing — Unless explicitly needed and tested on mobile
  • Shadows disabled — Unless explicitly needed and budget allows
  • Delta-capped movementMath.min(clock.getDelta(), 0.1) on every frame
  • Mute toggle — Audio can be muted/unmuted; isMuted state is respected
  • Safe zone respected — All HTML overlay UI uses var(--ogp-safe-top-inset) / var(--ogp-safe-bottom-inset) for Play.fun safe area; bottom controls offset above the bottom inset
  • Build passesnpm run build succeeds with no errors
  • No console errors — Game runs without uncaught exceptions or WebGL failures

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 Game AI skill do?

Build 3D browser games with Three.js using event-driven modular architecture. Use when creating a new 3D game, adding 3D game features, setting up Three.js scenes, or working on any Three.js game project.

Why use Threejs Game on TypingMind?

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

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/PlayableIntelligence/game-creator/tree/main/skills/threejs-game. 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 Game?

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 Game?

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

Is the Threejs Game AI skill free?

Yes. It is published on GitHub by PlayableIntelligence 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.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇