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t1k:web:3d:threejs

FieldValue
Module3d
Version1.7.0
Effortmedium
Tools

Keywords: 3d, gltf, threejs, webgl, webgpu

/t1k:web:3d:threejs
[3D scene or feature]

Build high-performance 3D web applications using Three.js. Contains 556 searchable examples across 13 categories, 60 API classes, and 20 use-case templates.

  • Building 3D scenes, games, or visualizations
  • Loading 3D models (GLTF, FBX, OBJ)
  • Implementing animations, physics, or VR/XR
  • Creating particle effects or custom shaders
  • Optimizing rendering performance

Use the search CLI to find relevant examples and API references:

Terminal window
python3 .claude/skills/threejs/scripts/search.py "<query>" [--domain <domain>] [-n <max_results>]
DomainUse ForExample Query
examplesFind code examples"particle effects gpu"
apiClass/method reference"PerspectiveCamera"
use-casesProject recommendations"product configurator"
categoriesBrowse categories"webgpu"
Terminal window
# Find particle/compute examples
python3 .claude/skills/threejs/scripts/search.py "particle compute webgpu"
# Search API for camera classes
python3 .claude/skills/threejs/scripts/search.py "camera" --domain api
# Get examples for a use case
python3 .claude/skills/threejs/scripts/search.py "product configurator" --use-case
# Filter by category
python3 .claude/skills/threejs/scripts/search.py --category webgpu -n 10
# Filter by complexity
python3 .claude/skills/threejs/scripts/search.py --complexity high -n 5
CategoryCountDescription
webgl216Standard WebGL rendering
webgpu (wip)190Modern WebGPU + compute shaders
webgl / advanced48Low-level GPU, custom shaders
webgl / postprocessing27Bloom, SSAO, SSR, DOF
webxr26VR/AR experiences
physics13Physics simulation
Use CaseRecommendedComplexity
Product ConfiguratorGLTF, PBR, EnvMapsMedium
Game DevelopmentAnimation, Physics, ControlsHigh
Data VisualizationBufferGeometry, PointsMedium
360 PanoramaEquirectangular, WebXRLow
Architectural VizGLTF, HDR, CSM ShadowsHigh
// 1. Scene, Camera, Renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
// 2. Lighting
scene.add(new THREE.AmbientLight(0x404040));
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 5, 5);
scene.add(dirLight);
// 3. Load GLTF Model
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
const loader = new GLTFLoader();
loader.load('model.glb', (gltf) => scene.add(gltf.scene));
// 4. Animation Loop
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
  • references/00-fundamentals.md - Core concepts, scene graph
  • references/01-getting-started.md - Setup, basic rendering
  • references/02-loaders.md - GLTF, FBX, OBJ loaders
  • references/03-textures.md - Texture types, mapping
  • references/04-cameras.md - Camera types, controls
  • references/05-lights.md - Light types, shadows
  • references/06-animations.md - AnimationMixer, clips
  • references/11-materials.md - PBR, standard materials
  • references/18-geometry.md - BufferGeometry, primitives
  • references/08-interaction.md - Raycasting, picking
  • references/09-postprocessing.md - Bloom, SSAO, SSR
  • references/10-controls.md - OrbitControls, etc.
  • references/12-performance.md - Instancing, LOD, batching
  • references/13-node-materials.md - TSL shader graphs
  • references/17-shader.md - Custom GLSL shaders
  • references/14-physics-vr.md - Physics, WebXR
  • references/16-webgpu.md - WebGPU, compute shaders
  • OrbitControls damping at 0.1 feels great on desktop, drifts on touch — use 0.05 for touch.
  • Disposing materials/geometries is per-asset, not per-Meshmesh.material.dispose() AND mesh.geometry.dispose() AND remove from scene.
  • Three.js minor versions can change WebGL state defaults — pin per major and audit on bump.