Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/12-studio-threejs-webgl
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About
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
- Runs as
- Python package
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/threejs-webgl
What's inside
- Skill name
threejs-webgl- Description
- Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.
- License
- MIT
- Instructions
- 578 lines in SKILL.md · view on GitHub
Before installing
- Ships executable scripts
Agent Skills spec issues
- body: 578 lines (spec recommends under 500)
Files (8)
- SKILL.md
- README.md · assets/starter_scene/
- index.html · assets/starter_scene/
- main.js · assets/starter_scene/
- api_reference.md · references/
- materials_guide.md · references/
- optimization_checklist.md · references/
- setup_scene.py · scripts/
SKILL.md (first lines)
# Three.js WebGL/WebGPU Development
## Overview
Three.js is the industry-standard JavaScript library for creating 3D graphics in web browsers using WebGL and WebGPU. This skill provides comprehensive guidance for building performant, interactive 3D experiences including scenes, cameras, renderers, geometries, materials, lights, textures, and animations.
## Core Concepts
### Scene Graph Architecture
Three.js uses a hierarchical scene graph where all 3D objects are organized in a tree structure:
```javascript
Scene
├── Camera
├── Lights
│ ├── AmbientLight
│ ├── DirectionalLight
│ └── PointLight
├── Meshes
│ ├── Mesh (Geometry + Material)
│ └── InstancedMesh
└── Groups
```
### Essential Components
Every Three.js application requires these core elements:
1. **Scene**: Container for all 3D objects
2. **Camera**: Defines the viewing perspective
3. **Renderer**: Draws the scene to canvas (WebGL or WebGPU)
4. **Geometry**: Defines the shape of objects
5. **Material**: Defines the surface appearance
6. **Mesh**: Combines geometry and material
## Quick Start Pattern
### Basic Scene Setup
```javascript
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Scene, Camera, Renderer
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x333333);
const camera = new THREE.PerspectiveCamera(
75, // FOV
window.innerWidth / window.innerHeight, // Aspect ratio
0.1, // Near clipping plane
1000 // Far clipping plane
);
camera.position.set(0, 2, 5);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
scene.add(directionalLight);
// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Animation Loop
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
// Handle Resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
```
### WebGPU Setup (Modern Alternative)
```javascript
import * as THREE from 'three/webgpu';
const renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);
```
## Common Patterns
### 1. Creating Meshes with Materials
```javascript
// Basic Mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({
color: 0x00ff00,
roughness: 0.5,
metalness: 0.5
});From 12-Studio/Tackl, MIT.
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Signals
- Stars
- 10
- Forks
- 2
- Open issues
- 0
- Last commit (this folder)
- Jul 22, 2026 (3 months ago)
- Last release
- Oct 11, 2026 (17 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/12-Studio/Tackl
- Website
- tackl.netlify.app/
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Implements and orchestrates GSAP in Tackl — useAnimation, useGSAP, ScrollTrigger, Lenis sync, page transitions, and reduced-motion fallbacks.
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Cite this page
threejs-webgl skill. Agent Mart. https://agentmart.dev/skills/12-studio-threejs-webgl (last updated 2026-10-24)