threejs-game

Design, build, optimize, test, and release maintainable three.js games across runtime, rendering, physics, and QA.

3|Updated Mar 20, 2026
One-click install
npx skills add https://github.com/ceasarXuu/AstartesSkills --skill threejs-game-ceasarxuu
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-game
Source: https://github.com/ceasarXuu/AstartesSkills/tree/main/skills/threejs-game
Command: npx skills add https://github.com/ceasarXuu/AstartesSkills --skill threejs-game-ceasarxuu

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Three.js is a rendering library, not a game engine, so game projects built on it often lack explicit architecture for lifecycle, assets, input, physics, saving, and performance. This Skill provides an end-to-end engineering workflow that turns three.js demos or prototypes into maintainable, measurable, and releaseable game codebases. ## Core Features & Use Cases - Twelve internal engineering tracks: Covers runtime architecture, asset pipelines (glTF/GLB, Draco, KTX2), rendering baselines, input and camera, interaction and UI, physics adapters, animation controllers, materials and VFX, performance budgets, save and networking, WebXR, and QA/release gates. - Track-scoped task execution: Activates only the tracks relevant to the request, preserving one-way boundaries between gameplay, rendering, physics, and UI systems. - Use Case: You have a three.js demo with a working scene but no structure. Use this Skill to refactor it into a service-based runtime with an asset registry, input action map, physics adapter, disposal paths, and browser smoke tests before release. ## Quick Start Ask the agent to design or refactor your three.js game task end to end, selecting only the relevant tracks and defining validation and performance gates.

Frequently Asked Questions about threejs-game

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I structure a three.js game project for production?

Structure a three.js game around explicit services: a GameApp entry, renderer, camera, and scene services, an input layer, an asset registry, and a UI root. Keep one time source, an explicit loop order, and init, start, pause, resume, and dispose semantics for every service.

What asset format should I use for three.js games?

Use glTF or GLB as the production runtime format, treating FBX, OBJ, and DCC files as sources. Choose Draco, Meshopt, or KTX2 compression deliberately, and validate assets with glTF validation, runtime loading, and clip and prefab node checks.

Should I use WebGL or WebGPU for a three.js game?

Prefer stable WebGL unless WebGPU or TSL provides a demonstrated benefit for your project. State compatibility and fallback boundaries explicitly, and only adopt custom shaders, TSL, or compute when there is a concrete need.

Which physics engine works best with three.js games?

Use Octree, BVH, or a lightweight custom layer for mostly static worlds, and Rapier when you need rigid bodies, character controllers, scene queries, or snapshots. Keep render meshes, collision proxies, and gameplay rules separate behind a PhysicsAdapter.

When should I not use this three.js game skill?

Do not use it for static product viewers, marketing scenes, data visualization, or decorative 3D pages. It applies only when game-like runtime constraints exist, such as a persistent frame loop, gameplay state, player control, collision, saving, networking, or XR.

How do I save game state in a three.js game?

Separate persistent game state from transient, derived, and session state, and never serialize the three.js scene graph. Use a versioned save schema with migration hooks, IndexedDB for substantial saves, and localStorage only for small settings.