
Threejs Game
- 391 installs
- 4 repo stars
- Updated October 26, 2025
- natea/fitfinder
threejs-game is an agent skill that builds browser-based 3D games with Three.js and WebGL for developers who need interactive scenes, game loops, and player controls without a native game engine.
About
threejs-game in natea/fitfinder helps developers scaffold and implement browser games using Three.js and WebGL. The skill covers scene graphs, cameras, lighting, mesh loading, animation loops, collision basics, and keyboard or pointer input for playable 3D experiences in the browser. Agents use it when prototyping fitness games, interactive demos, or lightweight 3D products that ship as static sites or SPA bundles without Unity or Unreal. The workflow emphasizes performant render loops, asset loading patterns, and responsive canvas sizing for desktop and mobile viewports. Developers reach for threejs-game when converting a 2D concept into a WebGL prototype or adding a gamified 3D module to an existing JavaScript app. Catalog listing description is generic, but the skill slug threejs-game identifies Three.js browser game development as the concrete scope. Triggers include Three.js game requests, WebGL prototypes, 3D browser experiences, or interactive scene builds.
- threejs-game
- AI & Agent Building
- AI-coding skill
Threejs Game by the numbers
- 391 all-time installs (skills.sh)
- +1 installs in the week ending Aug 4, 2026 (Skillselion tracking)
- Ranked #2,011 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
- Data as of Aug 4, 2026 (Skillselion catalog sync)
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| Installs | 391 |
|---|---|
| repo stars | ★ 4 |
| Last updated | October 26, 2025 |
| Repository | natea/fitfinder ↗ |
How do you build a browser game with Three.js?
Helps with ai & agent building tasks.
Who is it for?
Frontend developers prototyping 3D browser games or gamified WebGL experiences without installing a native game engine.
Skip if: Console or mobile AAA titles requiring Unity, Unreal, or native GPU pipelines beyond browser WebGL limits.
When should I use this skill?
User requests a Three.js game, WebGL 3D prototype, browser game loop, or interactive Three.js scene with player controls.
What you get
Three.js scene code, WebGL render loop, game assets, input handlers, and deployable browser game bundle.
- Three.js game source
- WebGL scene and loop
- Deployable browser bundle
Files
Three.js Game Development Skill
Comprehensive assistance with Three.js game development using WebGL, covering 3D rendering, game mechanics, physics, animations, and interactive browser-based games.
When to Use This Skill
Activate this skill when:
- Building 3D web games with Three.js
- Implementing game mechanics (player movement, collisions, scoring)
- Setting up cameras, lighting, and scene management
- Loading 3D models (GLTF, OBJ, FBX)
- Handling user input (keyboard, mouse, touch, gamepad)
- Creating animations and character controllers
- Integrating physics engines (Cannon.js, Ammo.js)
- Optimizing 3D game performance
- Working with shaders and materials for game visuals
Quick Reference
Basic Game Setup
import * as THREE from 'three';
// Create 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);
document.body.appendChild(renderer.domElement);
// Game loop
function animate(time) {
requestAnimationFrame(animate);
// Update game logic here
updatePlayer(time);
updateEnemies(time);
checkCollisions();
renderer.render(scene, camera);
}
animate();Player Controller (Third-Person)
class PlayerController {
constructor(camera, target) {
this.camera = camera;
this.target = target;
this.distance = 10;
this.height = 5;
this.rotationSpeed = 0.005;
this.moveSpeed = 0.1;
}
update(input) {
// Movement
const forward = new THREE.Vector3(0, 0, -1).applyQuaternion(this.target.quaternion);
const right = new THREE.Vector3(1, 0, 0).applyQuaternion(this.target.quaternion);
if (input.forward) this.target.position.add(forward.multiplyScalar(this.moveSpeed));
if (input.backward) this.target.position.add(forward.multiplyScalar(-this.moveSpeed));
if (input.left) this.target.position.add(right.multiplyScalar(-this.moveSpeed));
if (input.right) this.target.position.add(right.multiplyScalar(this.moveSpeed));
// Rotation
if (input.rotateLeft) this.target.rotation.y += this.rotationSpeed;
if (input.rotateRight) this.target.rotation.y -= this.rotationSpeed;
// Update camera position
const offset = new THREE.Vector3(0, this.height, this.distance);
offset.applyQuaternion(this.target.quaternion);
this.camera.position.copy(this.target.position).add(offset);
this.camera.lookAt(this.target.position);
}
}Input Handling
class InputManager {
constructor() {
this.keys = {};
this.mouse = { x: 0, y: 0, buttons: {} };
window.addEventListener('keydown', (e) => this.keys[e.code] = true);
window.addEventListener('keyup', (e) => this.keys[e.code] = false);
window.addEventListener('mousemove', (e) => {
this.mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
this.mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
});
}
getInput() {
return {
forward: this.keys['KeyW'] || this.keys['ArrowUp'],
backward: this.keys['KeyS'] || this.keys['ArrowDown'],
left: this.keys['KeyA'] || this.keys['ArrowLeft'],
right: this.keys['KeyD'] || this.keys['ArrowRight'],
jump: this.keys['Space'],
action: this.keys['KeyE'],
rotateLeft: this.keys['KeyQ'],
rotateRight: this.keys['KeyE']
};
}
}Collision Detection (Raycasting)
function checkCollisions(player, obstacles) {
const raycaster = new THREE.Raycaster();
const directions = [
new THREE.Vector3(1, 0, 0), // right
new THREE.Vector3(-1, 0, 0), // left
new THREE.Vector3(0, 0, 1), // forward
new THREE.Vector3(0, 0, -1), // backward
];
for (const direction of directions) {
raycaster.set(player.position, direction);
const intersects = raycaster.intersectObjects(obstacles);
if (intersects.length > 0 && intersects[0].distance < 1.0) {
return {
collision: true,
object: intersects[0].object,
distance: intersects[0].distance,
point: intersects[0].point
};
}
}
return { collision: false };
}Loading 3D Models (GLTF)
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
const loader = new GLTFLoader();
function loadCharacter(path) {
return new Promise((resolve, reject) => {
loader.load(
path,
(gltf) => {
const model = gltf.scene;
model.scale.set(1, 1, 1);
scene.add(model);
// Setup animations if available
const mixer = new THREE.AnimationMixer(model);
const animations = {};
gltf.animations.forEach(clip => {
animations[clip.name] = mixer.clipAction(clip);
});
resolve({ model, mixer, animations });
},
(progress) => {
console.log(`Loading: ${(progress.loaded / progress.total * 100).toFixed(2)}%`);
},
(error) => reject(error)
);
});
}
// Usage
const character = await loadCharacter('/models/character.glb');
character.animations.idle.play();Basic Physics (Gravity & Jumping)
class PhysicsBody {
constructor(mesh) {
this.mesh = mesh;
this.velocity = new THREE.Vector3();
this.onGround = false;
this.gravity = -9.8;
this.jumpPower = 5;
}
update(deltaTime) {
// Apply gravity
if (!this.onGround) {
this.velocity.y += this.gravity * deltaTime;
}
// Apply velocity
this.mesh.position.add(this.velocity.clone().multiplyScalar(deltaTime));
// Ground check
if (this.mesh.position.y <= 0) {
this.mesh.position.y = 0;
this.velocity.y = 0;
this.onGround = true;
}
}
jump() {
if (this.onGround) {
this.velocity.y = this.jumpPower;
this.onGround = false;
}
}
}Interactive Objects (Picking)
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
function onMouseClick(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(interactableObjects);
if (intersects.length > 0) {
const object = intersects[0].object;
object.userData.onInteract?.();
}
}
window.addEventListener('click', onMouseClick);Health & Damage System
class Entity {
constructor(mesh, maxHealth) {
this.mesh = mesh;
this.maxHealth = maxHealth;
this.health = maxHealth;
this.isDead = false;
}
takeDamage(amount) {
if (this.isDead) return;
this.health = Math.max(0, this.health - amount);
if (this.health === 0) {
this.die();
}
return this.health;
}
heal(amount) {
this.health = Math.min(this.maxHealth, this.health + amount);
return this.health;
}
die() {
this.isDead = true;
this.mesh.visible = false;
// Trigger death animation, effects, etc.
}
}Key Concepts
Scene Graph
- Organize game objects hierarchically
- Use groups for complex objects
- Parent-child transformations
Game Loop
- Use
requestAnimationFramefor 60fps - Calculate delta time for frame-independent movement
- Separate update logic from rendering
Camera Systems
- PerspectiveCamera: First/third-person games
- OrthographicCamera: 2D/isometric games
- Implement camera follow and smooth transitions
Lighting
- AmbientLight: Base illumination
- DirectionalLight: Sun/moonlight with shadows
- PointLight: Torches, explosions
- SpotLight: Flashlights, stage lights
Performance Optimization
- Use instancing for repeated objects
- Implement frustum culling
- Use LOD (Level of Detail) for distant objects
- Minimize draw calls
- Use texture atlases
- Enable shadow map optimization
Asset Loading
- Preload all assets before game start
- Show loading progress bar
- Use LoadingManager for coordination
- Cache loaded assets
Common Game Patterns
State Machine (Game States)
class GameStateMachine {
constructor() {
this.states = {
menu: new MenuState(),
playing: new PlayingState(),
paused: new PausedState(),
gameOver: new GameOverState()
};
this.currentState = this.states.menu;
}
changeState(stateName) {
this.currentState.exit();
this.currentState = this.states[stateName];
this.currentState.enter();
}
update(deltaTime) {
this.currentState.update(deltaTime);
}
}Object Pooling
class ObjectPool {
constructor(factory, initialSize = 10) {
this.factory = factory;
this.available = [];
this.inUse = [];
for (let i = 0; i < initialSize; i++) {
this.available.push(factory());
}
}
acquire() {
let obj = this.available.pop();
if (!obj) obj = this.factory();
this.inUse.push(obj);
return obj;
}
release(obj) {
const index = this.inUse.indexOf(obj);
if (index > -1) {
this.inUse.splice(index, 1);
this.available.push(obj);
}
}
}
// Usage
const bulletPool = new ObjectPool(() => createBullet(), 20);
const bullet = bulletPool.acquire();
// ... use bullet
bulletPool.release(bullet);Reference Files
Detailed documentation organized by topic:
- getting_started.md - Three.js fundamentals, setup, and basic concepts
- game_development.md - Game loop, player controllers, game mechanics
- scene_graph.md - Scene organization, hierarchy, transformations
- materials.md - Material types, shaders, visual effects
- textures.md - Texture loading, UV mapping, atlases
- lighting.md - Light types, shadows, HDR
- cameras.md - Camera types, controls, viewport management
- geometry.md - Built-in geometries, custom geometry, buffers
- loading.md - Asset loading (models, textures, audio)
- animation.md - Animation system, skeletal animation, tweens
- interactivity.md - Raycasting, picking, UI integration
- effects.md - Post-processing, particles, fog
Resources
Official Documentation
- Three.js Manual: https://threejs.org/manual/
- Three.js API: https://threejs.org/docs/
- Three.js Examples: https://threejs.org/examples/
Physics Integration
- Cannon.js: Lightweight 3D physics
- Ammo.js: Full Bullet physics engine port
- Rapier: High-performance physics
Useful Libraries
- three-mesh-bvh: Fast raycasting
- three-pathfinding: Navigation meshes
- postprocessing: Advanced effects
Working with This Skill
For Beginners
1. Start with basic scene setup 2. Learn the coordinate system 3. Understand the game loop 4. Practice with simple shapes before models
For Game Development
1. Plan your game architecture 2. Implement input handling first 3. Build a simple player controller 4. Add gameplay mechanics incrementally 5. Optimize performance throughout
For Advanced Features
1. Integrate physics engines 2. Implement advanced shaders 3. Add post-processing effects 4. Build multiplayer networking
Notes
- Three.js uses a right-handed coordinate system (X right, Y up, Z out)
- Optimize early: profile regularly, minimize draw calls
- Use development builds for debugging, production builds for release
- Consider WebGL 2 features for modern browsers
- Mobile performance requires careful optimization
Threejs-Game - Animation
Pages: 1
---
three.js manual
URL: https://threejs.org/manual/#en/animation
---
Threejs-Game - Cameras
Pages: 1
---
three.js manual
URL: https://threejs.org/manual/#en/cameras
---
Threejs-Game - Effects
Pages: 2
---
three.js manual
URL: https://threejs.org/manual/#en/fog
---
three.js manual
URL: https://threejs.org/manual/#en/shadows
---
Threejs-Game - Game Development
Pages: 1
---
three.js manual
URL: https://threejs.org/manual/#en/game
---
Threejs-Game - Geometry
Pages: 1
---
three.js manual
URL: https://threejs.org/manual/#en/custom-geometry
---
Threejs-Game - Getting Started
Pages: 3
---
three.js manual
URL: https://threejs.org/manual/#en/fundamentals
---
three.js manual
URL: https://threejs.org/manual/#en/responsive
---
three.js manual
URL: https://threejs.org/manual/#en/primitives
---
Threejs-Game Documentation Index
Categories
Animation
File: animation.md Pages: 1
Cameras
File: cameras.md Pages: 1
Effects
File: effects.md Pages: 2
Game Development
File: game_development.md Pages: 1
Geometry
File: geometry.md Pages: 1
Getting Started
File: getting_started.md Pages: 3
Interactivity
File: interactivity.md Pages: 1
Lighting
File: lighting.md Pages: 1
Loading
File: loading.md Pages: 2
Materials
File: materials.md Pages: 1
Scene Graph
File: scene_graph.md Pages: 1
Textures
File: textures.md Pages: 1
Threejs-Game - Interactivity
Pages: 1
---
three.js manual
URL: https://threejs.org/manual/#en/picking
---
Threejs-Game - Lighting
Pages: 1
---
three.js manual
URL: https://threejs.org/manual/#en/lights
---
Threejs-Game - Loading
Pages: 2
---
three.js manual
URL: https://threejs.org/manual/#en/load-obj
---
three.js manual
URL: https://threejs.org/manual/#en/load-gltf
---
Threejs-Game - Materials
Pages: 1
---
three.js manual
URL: https://threejs.org/manual/#en/materials
---
Threejs-Game - Scene Graph
Pages: 1
---
three.js manual
URL: https://threejs.org/manual/#en/scenegraph
---
Threejs-Game - Textures
Pages: 1
---
three.js manual
URL: https://threejs.org/manual/#en/textures
---
Related skills
How it compares
Pick threejs-game for WebGL browser games in JavaScript; pick native mobile game skills when the target is App Store GPU performance rather than canvas WebGL.
FAQ
What does threejs-game build?
threejs-game scaffolds browser-based 3D games using Three.js and WebGL, including scenes, render loops, mesh loading, lighting, and input handlers deployable as web bundles.
When should developers use threejs-game?
threejs-game fits JavaScript developers who need lightweight 3D browser prototypes or gamified WebGL modules without adopting Unity, Unreal, or native mobile game engines.