threejs-world-generation

Generate deterministic, editable Three.js 3D worlds with terrain, regions, landmarks, and camera fly-throughs.

55.1k|6.9k|Updated Mar 29, 2026
One-click install
npx skills add https://github.com/calesthio/OpenMontage --skill threejs-world-generation
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-world-generation
Source: https://github.com/calesthio/OpenMontage/tree/main/.agents/skills/threejs-world-generation
Command: npx skills add https://github.com/calesthio/OpenMontage --skill threejs-world-generation

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Creating coherent 3D environments for video production usually requires manual 3D modeling or produces disconnected 2D shots. This Skill builds persistent, editable Three.js scene graphs from text briefs, keeping terrain, regions, landmarks, and camera paths consistent across the whole world.

Core Features & Use Cases

  • Deterministic world building: Author a single world_spec with seed, semantic regions, terrain operators, atmosphere, landmarks, and camera paths, then rebuild identically at any time.
  • Two fidelity tiers: Use blockout for fast layout validation or production tier with licensed GLTF/GLB asset catalogs, PBR terrain layers, and provenance manifests.
  • Render-guided refinement: Inspect global, regional, and walk-level snapshots in cinematic, semantic, or wireframe modes and fix only the affected region while preserving seeds and IDs.
  • Use Case: Given a brief like "a volcanic rift dividing a living valley at dawn," produce a 60-second camera fly-through as an editable HyperFrames workspace, then hand off to Blender for reference-grade rendering.

Quick Start

Ask the agent to turn your world brief into a deterministic, editable Three.js world with a camera fly-through using the threejs-world-generation skill.

Frequently Asked Questions about threejs-world-generation

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

FAQPage Schema
How do I generate a 3D world from a text brief with Three.js?

Author a world_spec JSON with seed, world dimensions, semantic regions, landmarks, and a camera path, then call the threejs_world tool with operation build. The tool emits an editable HyperFrames workspace including world.json, world-runtime.js, and a validation report.

What is the difference between blockout and production quality tiers?

Blockout uses procedural primitives and vertex colors for fast layout and semantic validation. Production requires licensed local GLTF/GLB catalogs, at least eight models across four semantic categories, three PBR terrain layers, and forbids primitive landmark fallbacks.

When should I use Three.js versus Blender for 3D scene rendering?

Use Three.js when the deliverable is a code-native, browser-rendered editable world. Choose Blender for reference-grade hero rendering of dense scenery, then use FFmpeg only to package Blender's numbered frames with approved audio.

Can I refine one region without rebuilding the whole world?

Yes. Keep the same seed, region IDs, and camera times, change only the narrowest relevant spec fields, and rebuild. The workflow supports up to three render-guided refinement rounds using semantic or wireframe diagnostic passes.

What are the limitations of Three.js procedural world generation?

It does not provide articulated assets, game physics, navigation meshes, or photoreal generative 3D model diversity. It also forbids unseeded randomness, remote model fetches, and render-time asset downloads to preserve determinism.