Three WebGL Game
Overview
Use this skill for the default non-React 3D path in the plugin. This is not generic WebGL advice. It is an opinionated stack for browser 3D work:
three
- TypeScript
- Vite
- GLB or glTF 2.0 assets
- Three.js loaders such as
GLTFLoader, DRACOLoader, and KTX2Loader
- Rapier JS for physics
- SpectorJS for GPU and frame debugging
- DOM overlays for HUD, menus, and settings
Use this skill when the project wants direct scene, camera, renderer, and game-loop control. If the app already lives in React, route to ../react-three-fiber-game/SKILL.md instead.
Use This Skill When
- the app is plain TypeScript or Vite rather than React-first
- the project wants direct imperative control over the render loop
- the user asks for Three.js specifically
- the runtime needs engine-like control over scene, camera, loaders, and physics
Do Not Use This Skill When
- the 3D scene lives inside an existing React app
- the main problem is shipped-asset optimization rather than runtime code
- the user explicitly chose Babylon.js or PlayCanvas
Core Rules
- Keep simulation state outside Three.js objects.
- Game rules, AI, quest state, timers, and progression should not live inside meshes or materials.
- Treat the render graph as an adapter.
- Scene graph, cameras, materials, loaders, and post-processing are view concerns layered over simulation state.
- Keep camera behavior explicit.
- Orbit, follow, chase, rail, and first-person styles each need their own control boundary.
- Keep UI out of WebGL unless the presentation absolutely depends on it.
- Menus, HUD, inventories, and settings should default to DOM.
- Use GLB or glTF 2.0 as the default shipping model format.
- Do not build the runtime around DCC-native formats.
- Use Rapier instead of ad hoc collision code when the game has meaningful 3D physics or collision response.
- Keep the first playable view low-chrome.
- Default to one compact objective or status cluster plus transient prompts.
- Long notes, lore, and controls references should be collapsed until asked for.
- Do not frame the scene with multiple equal-weight cards during normal play.
Initial Scaffold UX
For exploration, traversal, and character-control prototypes, start with a sparse shell:
- one edge-aligned objective chip
- one transient controls hint
- one optional compact status strip
Only add larger UI surfaces when the game loop truly requires them. Journal, quest log, codex, map, and settings surfaces should open on demand, not occupy the viewport by default.
Recommended Structure
Use the module shape in ../../references/three-webgl-architecture.md, then keep these boundaries clean:
simulation/: rules, progression, state, and AI
render/app/: renderer, scene, camera, resize, context lifecycle
render/loaders/: GLTF, Draco, KTX2, texture, and environment loading
render/objects/: mesh instantiation and disposal
render/materials/: material setup and shader boundaries
physics/: Rapier world, bodies, colliders, and simulation bridge
ui/: DOM overlays and menus
diagnostics/: debug toggles, perf probes, and capture hooks
Good Fit Scenarios
- Exploration demos
- Lightweight 3D combat prototypes
- Vehicle or traversal prototypes
- Scene-driven product or world showcases with gameplay
- Material, lighting, or post-process-led experiences
- 3D games where camera movement and depth readability are central
Loaders, Assets, and Post-Processing
- Start with
GLTFLoader for shipped 3D content.
- Add
DRACOLoader or Meshopt-compatible optimization as part of the asset pipeline, not as a random runtime patch.
- Use
KTX2Loader for compressed textures when the asset pipeline provides them.
- Prefer built-in Three.js render and post-processing utilities first. Add heavier abstraction only when the project actually needs it.
- Keep post-processing optional and measurable. Bloom and color effects should not hide gameplay readability.
Shader and Material Guidance
- Start with standard Three.js materials and correct lighting before reaching for custom shaders.
- Use custom shaders only when the visual target genuinely needs them.
- Keep shader parameters driven by game state, not by incidental scene mutations.
- If a material stack gets complex, isolate it behind material factories instead of scattering shader setup across scene code.
Browser Safety
- Handle resize explicitly.
- Expect WebGL context loss and recovery.
- Keep a fallback or degraded mode in mind for fragile GPU paths.
- Watch texture size, geometry count, draw-call growth, and post-processing cost.
- Use SpectorJS when the scene behaves incorrectly or frame cost is unclear.
Scope Warning
Do not claim that this plugin offers equal 3D depth to the Phaser track. It supports serious 3D implementation, but the plugin is still 2D-first overall.
References
- Shared architecture:
../web-game-foundations/SKILL.md
- Frontend direction:
../game-ui-frontend/SKILL.md
- 3D HUD layout patterns:
../../references/three-hud-layout-patterns.md
- Three.js ecosystem:
../../references/threejs-stack.md
- Three.js structure:
../../references/three-webgl-architecture.md
- Vanilla starter:
../../references/threejs-vanilla-starter.md
- GLB loader starter:
../../references/gltf-loading-starter.md
- Rapier starter:
../../references/rapier-integration-starter.md
- 3D asset pipeline:
../../references/web-3d-asset-pipeline.md
- WebGL debugging and perf:
../../references/webgl-debugging-and-performance.md
1---2name: three-webgl-game3description: Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.4---56# Three WebGL Game78## Overview910Use this skill for the default non-React 3D path in the plugin. This is not generic WebGL advice. It is an opinionated stack for browser 3D work:1112- `three`13- TypeScript14- Vite15- GLB or glTF 2.0 assets16- Three.js loaders such as `GLTFLoader`, `DRACOLoader`, and `KTX2Loader`17- Rapier JS for physics18- SpectorJS for GPU and frame debugging19- DOM overlays for HUD, menus, and settings2021Use this skill when the project wants direct scene, camera, renderer, and game-loop control. If the app already lives in React, route to `../react-three-fiber-game/SKILL.md` instead.2223## Use This Skill When2425- the app is plain TypeScript or Vite rather than React-first26- the project wants direct imperative control over the render loop27- the user asks for Three.js specifically28- the runtime needs engine-like control over scene, camera, loaders, and physics2930## Do Not Use This Skill When3132- the 3D scene lives inside an existing React app33- the main problem is shipped-asset optimization rather than runtime code34- the user explicitly chose Babylon.js or PlayCanvas3536## Core Rules37381. Keep simulation state outside Three.js objects.39 - Game rules, AI, quest state, timers, and progression should not live inside meshes or materials.402. Treat the render graph as an adapter.41 - Scene graph, cameras, materials, loaders, and post-processing are view concerns layered over simulation state.423. Keep camera behavior explicit.43 - Orbit, follow, chase, rail, and first-person styles each need their own control boundary.444. Keep UI out of WebGL unless the presentation absolutely depends on it.45 - Menus, HUD, inventories, and settings should default to DOM.465. Use GLB or glTF 2.0 as the default shipping model format.47 - Do not build the runtime around DCC-native formats.486. Use Rapier instead of ad hoc collision code when the game has meaningful 3D physics or collision response.497. Keep the first playable view low-chrome.50 - Default to one compact objective or status cluster plus transient prompts.51 - Long notes, lore, and controls references should be collapsed until asked for.52 - Do not frame the scene with multiple equal-weight cards during normal play.5354## Initial Scaffold UX5556For exploration, traversal, and character-control prototypes, start with a sparse shell:5758- one edge-aligned objective chip59- one transient controls hint60- one optional compact status strip6162Only add larger UI surfaces when the game loop truly requires them. Journal, quest log, codex, map, and settings surfaces should open on demand, not occupy the viewport by default.6364## Recommended Structure6566Use the module shape in `../../references/three-webgl-architecture.md`, then keep these boundaries clean:6768- `simulation/`: rules, progression, state, and AI69- `render/app/`: renderer, scene, camera, resize, context lifecycle70- `render/loaders/`: GLTF, Draco, KTX2, texture, and environment loading71- `render/objects/`: mesh instantiation and disposal72- `render/materials/`: material setup and shader boundaries73- `physics/`: Rapier world, bodies, colliders, and simulation bridge74- `ui/`: DOM overlays and menus75- `diagnostics/`: debug toggles, perf probes, and capture hooks7677## Good Fit Scenarios7879- Exploration demos80- Lightweight 3D combat prototypes81- Vehicle or traversal prototypes82- Scene-driven product or world showcases with gameplay83- Material, lighting, or post-process-led experiences84- 3D games where camera movement and depth readability are central8586## Loaders, Assets, and Post-Processing8788- Start with `GLTFLoader` for shipped 3D content.89- Add `DRACOLoader` or Meshopt-compatible optimization as part of the asset pipeline, not as a random runtime patch.90- Use `KTX2Loader` for compressed textures when the asset pipeline provides them.91- Prefer built-in Three.js render and post-processing utilities first. Add heavier abstraction only when the project actually needs it.92- Keep post-processing optional and measurable. Bloom and color effects should not hide gameplay readability.9394## Shader and Material Guidance9596- Start with standard Three.js materials and correct lighting before reaching for custom shaders.97- Use custom shaders only when the visual target genuinely needs them.98- Keep shader parameters driven by game state, not by incidental scene mutations.99- If a material stack gets complex, isolate it behind material factories instead of scattering shader setup across scene code.100101## Browser Safety102103- Handle resize explicitly.104- Expect WebGL context loss and recovery.105- Keep a fallback or degraded mode in mind for fragile GPU paths.106- Watch texture size, geometry count, draw-call growth, and post-processing cost.107- Use SpectorJS when the scene behaves incorrectly or frame cost is unclear.108109## Scope Warning110111Do not claim that this plugin offers equal 3D depth to the Phaser track. It supports serious 3D implementation, but the plugin is still 2D-first overall.112113## References114115- Shared architecture: `../web-game-foundations/SKILL.md`116- Frontend direction: `../game-ui-frontend/SKILL.md`117- 3D HUD layout patterns: `../../references/three-hud-layout-patterns.md`118- Three.js ecosystem: `../../references/threejs-stack.md`119- Three.js structure: `../../references/three-webgl-architecture.md`120- Vanilla starter: `../../references/threejs-vanilla-starter.md`121- GLB loader starter: `../../references/gltf-loading-starter.md`122- Rapier starter: `../../references/rapier-integration-starter.md`123- 3D asset pipeline: `../../references/web-3d-asset-pipeline.md`124- WebGL debugging and perf: `../../references/webgl-debugging-and-performance.md`