threejs-fundamentals
Three.js scene setup: scenes and fog, cameras, the renderer and tone mapping, the animation loop, object hierarchies, transforms, core math and cleanup, on…
Skill by CloudAI-X
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About
Use cases: writing, frontend-development
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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~/.claude/skills/threejs-fundamentals
What's inside
- Skill name
threejs-fundamentals- Description
- Three.js scene setup: scenes and fog, cameras, the renderer and tone mapping, the animation loop, object hierarchies, transforms, core math and cleanup, on WebGL or with WebGPU and TSL. Use when creating a scene from scratch, configuring a camera or renderer, handling resize, or arranging objects.
- License
- MIT
- Instructions
- 492 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Three.js Fundamentals
Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.
## Quick Start
```javascript
import * as THREE from "three";
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x111318);
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 1.5, 5);
const cube = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({ color: 0x3a86ff }),
);
scene.add(cube);
const light = new THREE.DirectionalLight(0xffffff, 2);
light.position.set(3, 4, 5); // shines from its position toward the origin
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.4));
const timer = new THREE.Timer();
timer.connect(document); // freezes the delta while the tab is hidden
function animate() {
timer.update(); // advance the timer first thing each frame
cube.rotation.y += timer.getDelta(); // seconds since the previous frame
renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
```
Without a bundler, the browser loads three.js as ES modules through an import map; this is the map for the WebGLRenderer examples above:
```html
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.186.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.0/examples/jsm/"
}
}
</script>
```
For WebGPURenderer work, map all four keys — `three.tsl.js` imports `three/webgpu`, so the map fails without that entry:
```html
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.186.0/build/three.webgpu.js",
"three/webgpu": "https://cdn.jsdelivr.net/npm/three@0.186.0/build/three.webgpu.js",
"three/tsl": "https://cdn.jsdelivr.net/npm/three@0.186.0/build/three.tsl.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.0/examples/jsm/"
}
}
</script>
```
## Scene
```javascript
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x111318); // solid color
scene.fog = new THREE.Fog(0x111318, 1, 100); // linear fog: near, far
scene.fog = new THREE.FogExp2(0x111318, 0.02); // exponential fog: density (pick one)
```
- `scene.background` also accepts a `CubeTexture`, or a `Texture` whose `mapping` is `THREE.EquirectangularReflectionMapping`; a plain unmapped texture is drawn as a flat screen-filling quad, not a skybox.
- `scene.environment` lights `MeshStandardMaterial` and `MeshPhysicalMaterial` on both renderers, and `MeshLambertMaterial` and `MeshPhongMaterial` on WebGLRenderer only. `scene.environmentIntensity` scales it — `material.envMapIntensity` scales only `material.envMap`. See threejs-loaders for HDR environments.
## Cameras
### PerspectiveCamera
```javascript
// PerspectiveCamera(fov in degrees, aspect, near, far)
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0); // rotates the camera to face the target
camera.fov = 60;
camera.updateProjectionMatrix(); // required after changing fov, aspect, near or far
```
### OrthographicCamera
```javascript
// OrthographicCamera(left, right, top, bottom, near, far); frustum size in world units
const aspect = window.innerWidth / window.innerHeight;
const frustumHeight = 10;
const camera = new THREE.OrthographicCamera(
(-frustumHeight * aspect) / 2,
(frustumHeight * aspect) / 2,
frustumHeight / 2,
-frustumHeight / 2,
0.1,
1000,
);
// on resize: recompute left and right from the new aspect, then call camera.updateProjectionMatrix()
```From CloudAI-X/threejs-skills, MIT.
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Signals
- Stars
- 3,708
- Forks
- 428
- Open issues
- 0
- Last commit (this folder)
- Oct 19, 2026 (9 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/CloudAI-X/threejs-skills
- Website
- x.com/cloudxdev
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
threejs-fundamentals skill. Agent Mart. https://agentmart.dev/skills/cloudai-x-threejs-fundamentals (last updated 2026-10-24)