threejs-world-generation

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

Updated Sep 1, 2026
One-click install
npx skills add https://github.com/zamansepeti43/c-rak-agent --skill threejs-world-generation-zamansepeti43
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-world-generation
Source: https://github.com/zamansepeti43/c-rak-agent/tree/main/video-engine/.agents/skills/threejs-world-generation
Command: npx skills add https://github.com/zamansepeti43/c-rak-agent --skill threejs-world-generation-zamansepeti43

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Creating coherent, free-viewpoint 3D environments from text briefs is difficult: ad-hoc scene assembly produces disconnected shots, untextured primitives, and worlds that cannot be edited after rendering. This Skill builds a persistent, deterministic Three.js scene graph with semantic regions, procedural terrain, explicit landmarks, and camera fly-throughs that remain editable after delivery. ## Core Features & Use Cases - Structured world specification: Author a single world_spec JSON defining seed, terrain, semantic regions, atmosphere, landmarks, and camera paths, keeping explicit user constraints separate from inferred details. - Two fidelity tiers: Use blockout for fast layout validation or production for licensed GLTF/GLB asset catalogs, PBR terrain layers, and textured hero frames. - Render-guided refinement: Inspect global, regional, and walk-level snapshots in cinematic, semantic, or wireframe modes, then fix only the affected region while preserving seeds and stable IDs. - Use Case: Given a brief like "a volcanic rift dividing a living valley with a dawn fly-through", produce an editable HyperFrames workspace with terrain, scattered assets, landmarks, and a 60-second camera path, then iterate up to three bounded refinement rounds before delivery. ## Quick Start Ask the agent to use threejs-world-generation to turn your world brief into a deterministic, editable Three.js world with a camera fly-through.

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 description with Three.js?

Author a world_spec JSON containing a seed, world dimensions, semantic regions, atmosphere, 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 world rendering?

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

Can I edit the generated 3D world after rendering?

Yes. The world spec, regions, landmarks, camera keys, and palette all keep stable IDs and fields, so world.json and world-spec.js remain editable assets. Refinement changes only the affected region while preserving the seed and unrelated parameters.

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

It does not reproduce WorldClaw's GPT-Image-2, SAM3, or Hunyuan3D pipeline, and it does not provide articulated assets, game physics, navigation meshes, or interaction logic. It also forbids unseeded randomness, remote models, and render-time asset fetches.