t1k:web:3d:threejs
| Field | Value |
|---|---|
| Module | 3d |
| Version | 1.7.0 |
| Effort | medium |
| Tools | — |
Keywords: 3d, gltf, threejs, webgl, webgpu
How to invoke
Section titled “How to invoke”/t1k:web:3d:threejs[3D scene or feature]Three.js Development
Section titled “Three.js Development”Build high-performance 3D web applications using Three.js. Contains 556 searchable examples across 13 categories, 60 API classes, and 20 use-case templates.
When to Use
Section titled “When to Use”- 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
Search Examples & API
Section titled “Search Examples & API”Use the search CLI to find relevant examples and API references:
python3 .claude/skills/threejs/scripts/search.py "<query>" [--domain <domain>] [-n <max_results>]Search Domains
Section titled “Search Domains”| Domain | Use For | Example Query |
|---|---|---|
examples | Find code examples | "particle effects gpu" |
api | Class/method reference | "PerspectiveCamera" |
use-cases | Project recommendations | "product configurator" |
categories | Browse categories | "webgpu" |
Quick Examples
Section titled “Quick Examples”# Find particle/compute examplespython3 .claude/skills/threejs/scripts/search.py "particle compute webgpu"
# Search API for camera classespython3 .claude/skills/threejs/scripts/search.py "camera" --domain api
# Get examples for a use casepython3 .claude/skills/threejs/scripts/search.py "product configurator" --use-case
# Filter by categorypython3 .claude/skills/threejs/scripts/search.py --category webgpu -n 10
# Filter by complexitypython3 .claude/skills/threejs/scripts/search.py --complexity high -n 5Example Categories
Section titled “Example Categories”| Category | Count | Description |
|---|---|---|
webgl | 216 | Standard WebGL rendering |
webgpu (wip) | 190 | Modern WebGPU + compute shaders |
webgl / advanced | 48 | Low-level GPU, custom shaders |
webgl / postprocessing | 27 | Bloom, SSAO, SSR, DOF |
webxr | 26 | VR/AR experiences |
physics | 13 | Physics simulation |
Common Use Cases
Section titled “Common Use Cases”| Use Case | Recommended | Complexity |
|---|---|---|
| Product Configurator | GLTF, PBR, EnvMaps | Medium |
| Game Development | Animation, Physics, Controls | High |
| Data Visualization | BufferGeometry, Points | Medium |
| 360 Panorama | Equirectangular, WebXR | Low |
| Architectural Viz | GLTF, HDR, CSM Shadows | High |
Quick Start
Section titled “Quick Start”// 1. Scene, Camera, Rendererconst 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. Lightingscene.add(new THREE.AmbientLight(0x404040));const dirLight = new THREE.DirectionalLight(0xffffff, 1);dirLight.position.set(5, 5, 5);scene.add(dirLight);
// 3. Load GLTF Modelimport { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';const loader = new GLTFLoader();loader.load('model.glb', (gltf) => scene.add(gltf.scene));
// 4. Animation Loopfunction animate() { requestAnimationFrame(animate); renderer.render(scene, camera);}animate();Progressive Reference Files
Section titled “Progressive Reference Files”Level 1: Fundamentals
Section titled “Level 1: Fundamentals”references/00-fundamentals.md- Core concepts, scene graphreferences/01-getting-started.md- Setup, basic rendering
Level 2: Common Tasks
Section titled “Level 2: Common Tasks”references/02-loaders.md- GLTF, FBX, OBJ loadersreferences/03-textures.md- Texture types, mappingreferences/04-cameras.md- Camera types, controlsreferences/05-lights.md- Light types, shadowsreferences/06-animations.md- AnimationMixer, clipsreferences/11-materials.md- PBR, standard materialsreferences/18-geometry.md- BufferGeometry, primitives
Level 3: Interactive
Section titled “Level 3: Interactive”references/08-interaction.md- Raycasting, pickingreferences/09-postprocessing.md- Bloom, SSAO, SSRreferences/10-controls.md- OrbitControls, etc.
Level 4: Advanced
Section titled “Level 4: Advanced”references/12-performance.md- Instancing, LOD, batchingreferences/13-node-materials.md- TSL shader graphsreferences/17-shader.md- Custom GLSL shaders
Level 5: Specialized
Section titled “Level 5: Specialized”references/14-physics-vr.md- Physics, WebXRreferences/16-webgpu.md- WebGPU, compute shaders
External Resources
Section titled “External Resources”- Docs: https://threejs.org/docs/
- Examples: https://threejs.org/examples/
- Editor: https://threejs.org/editor/
- Discord: https://discord.gg/56GBJwAnUS
- License: Three.js is MIT licensed — free for commercial use
Gotchas
Section titled “Gotchas”OrbitControlsdamping at 0.1 feels great on desktop, drifts on touch — use 0.05 for touch.- Disposing materials/geometries is per-asset, not per-Mesh —
mesh.material.dispose()ANDmesh.geometry.dispose()AND remove from scene. - Three.js minor versions can change WebGL state defaults — pin per major and audit on bump.