/threejs-scene-setup
Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene,
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Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene,
SKILL.md
threejs-scene-setup.SKILL.mdname: threejs-scene-setup
description: >
Stand up a three.js scene: import maps and the three/addons path, the
Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop,
responsive resize, and OrbitControls. Use when starting or debugging a three.js
app — when the user mentions three.js, THREE.Scene, WebGLRenderer,
PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use
threejs-gltf-loading; for materials/lights use threejs-materials-lighting.
three.js Scene Setup
Create the foundation of a three.js app: module loading, the scene/camera/renderer trio, the render loop, responsive resizing, and camera controls. Patterns target **r184**. Read the installed `three` version before changing an existing project because examples and addons move across releases.
When to use
- Use when bootstrapping a three.js scene, fixing a blank/black canvas, making the
canvas responsive, setting up the animation loop, or adding `OrbitControls`.
- Use when `package.json` depends on `three` and code does `import * as THREE from
'three'`.
**When *not* to use:** loading `.gltf`/`.glb` models or skinned animation → `threejs-gltf-loading`. Materials, lights, shadows, environment maps → `threejs-materials-lighting`. 2D rendering → `pixijs-rendering`.
Core workflow
1. **Load three.js as an ES module with an import map.** Since r147 the bare specifier `'three'` and `'three/addons/'` must be mapped (in HTML or by a bundler). Addons (controls, loaders) live under `three/addons/...`. 2. **Create the trio.** A `Scene` (root of the graph), a `PerspectiveCamera(fov, aspect, near, far)` moved back from the origin, and a `WebGLRenderer` whose `domElement` is in the DOM. Set size and `pixelRatio`. 3. **Add a mesh.** `new Mesh(geometry, material)` and `scene.add(mesh)`. With a lit material you also need a light (see `threejs-materials-lighting`). 4. **Drive a render loop with `renderer.setAnimationLoop(fn)`.** It's the modern, WebXR-/WebGPU-safe replacement for hand-rolled `requestAnimationFrame`. Use a `Clock` for delta time. 5. **Handle resize** so the camera aspect and renderer match the canvas; update `camera.aspect`, call `updateProjectionMatrix()`, and `renderer.setSize(...)`. 6. **Add `OrbitControls`** for orbit/pan/zoom while developing. Confirm something actually renders (a lit cube, the controls responding) before assuming success.
Patterns
1. HTML import map + module entry (no bundler)
<canvas id="c"></canvas>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.184.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.184.0/examples/jsm/"
}
}
</script>
<script type="module" src="./main.js"></script>With a bundler (Vite/webpack), skip the import map and just `npm i three`; the same `import` statements resolve.
2. Scene + camera + renderer
// main.js
import * as THREE from 'three';
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap for perf
renderer.setSize(window.innerWidth, window.innerHeight);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x101018);
const camera = new THREE.PerspectiveCamera(
60, // vertical field of view (degrees)
window.innerWidth / window.innerHeight, // aspect
0.1, // near
100 // far
);
camera.position.set(3, 2, 5);
camera.lookAt(0, 0, 0);
const cube = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshNormalMaterial() // unlit; shows orientation without a light
);
scene.add(cube);3. The render loop (setAnimationLoop + Clock)
const clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
const dt = clock.getDelta(); // seconds since last frame
cube.rotation.x += dt; // frame-rate independent
cube.rotation.y += dt * 0.7;
renderer.render(scene, camera);
});
// renderer.setAnimationLoop(null); // stop the loop4. Responsive resize
function onResize() {
const w = window.innerWidth, h = window.innerHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix(); // required after changing aspect
renderer.setSize(w, h);
}
window.addEventListener('resize', onResize);5. OrbitControls (orbit / pan / zoom)
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true; // inertial feel
controls.target.set(0, 0, 0);
renderer.setAnimationLoop(() => {
controls.update(); // needed every frame when damping is on
renderer.render(scene, camera);
});Pitfalls
- **`Failed to resolve module specifier "three"`** → missing import map (or bundler
config). Map both `"three"` and `"three/addons/"`; addon paths must end with `/`.
- **Black canvas, no errors** → camera is at the origin (inside/behind the object),
or you used a lit material (`MeshStandardMaterial`) with no light. Move the camera back; use `MeshNormalMaterial`/`MeshBasicMaterial` to verify geometry first.
- **Nothing animates** → you never called `renderer.render` inside the loop, or you
call `setAnimationLoop` but render outside it.
- **Stretched / squashed view on resize** → you resized the renderer but didn't
update `camera.aspect` + `updateProjectionMatrix()`.
- **Blurry or jagged on HiDPI** → set `renderer.setPixelRatio(...)`; cap it (≈2) so
4K/retina screens don't tank performance.
- **OrbitControls feel dead** → with `enableDamping = true` you must call
`controls.update()` every frame.
- **Old tutorials use `<script src="three.min.js">`** → since r147 three.js ships
ES modules only; use `type="
Read more
name: threejs-scene-setup description: > Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.
three.js Scene Setup
Create the foundation of a three.js app: module loading, the scene/camera/renderer trio, the render loop, responsive resizing, and camera controls. Patterns target **r184**. Read the installed `three` version before changing an existing project because examples and addons move across releases.
When to use
- Use when bootstrapping a three.js scene, fixing a blank/black canvas, making the
canvas responsive, setting up the animation loop, or adding `OrbitControls`.
- Use when `package.json` depends on `three` and code does `import * as THREE from
'three'`.
**When *not* to use:** loading `.gltf`/`.glb` models or skinned animation → `threejs-gltf-loading`. Materials, lights, shadows, environment maps → `threejs-materials-lighting`. 2D rendering → `pixijs-rendering`.
Core workflow
1. **Load three.js as an ES module with an import map.** Since r147 the bare specifier `'three'` and `'three/addons/'` must be mapped (in HTML or by a bundler). Addons (controls, loaders) live under `three/addons/...`. 2. **Create the trio.** A `Scene` (root of the graph), a `PerspectiveCamera(fov, aspect, near, far)` moved back from the origin, and a `WebGLRenderer` whose `domElement` is in the DOM. Set size and `pixelRatio`. 3. **Add a mesh.** `new Mesh(geometry, material)` and `scene.add(mesh)`. With a lit material you also need a light (see `threejs-materials-lighting`). 4. **Drive a render loop with `renderer.setAnimationLoop(fn)`.** It's the modern, WebXR-/WebGPU-safe replacement for hand-rolled `requestAnimationFrame`. Use a `Clock` for delta time. 5. **Handle resize** so the camera aspect and renderer match the canvas; update `camera.aspect`, call `updateProjectionMatrix()`, and `renderer.setSize(...)`. 6. **Add `OrbitControls`** for orbit/pan/zoom while developing. Confirm something actually renders (a lit cube, the controls responding) before assuming success.
Patterns
1. HTML import map + module entry (no bundler)
<canvas id="c"></canvas>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.184.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.184.0/examples/jsm/"
}
}
</script>
<script type="module" src="./main.js"></script>With a bundler (Vite/webpack), skip the import map and just `npm i three`; the same `import` statements resolve.
2. Scene + camera + renderer
// main.js
import * as THREE from 'three';
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap for perf
renderer.setSize(window.innerWidth, window.innerHeight);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x101018);
const camera = new THREE.PerspectiveCamera(
60, // vertical field of view (degrees)
window.innerWidth / window.innerHeight, // aspect
0.1, // near
100 // far
);
camera.position.set(3, 2, 5);
camera.lookAt(0, 0, 0);
const cube = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshNormalMaterial() // unlit; shows orientation without a light
);
scene.add(cube);3. The render loop (setAnimationLoop + Clock)
const clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
const dt = clock.getDelta(); // seconds since last frame
cube.rotation.x += dt; // frame-rate independent
cube.rotation.y += dt * 0.7;
renderer.render(scene, camera);
});
// renderer.setAnimationLoop(null); // stop the loop4. Responsive resize
function onResize() {
const w = window.innerWidth, h = window.innerHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix(); // required after changing aspect
renderer.setSize(w, h);
}
window.addEventListener('resize', onResize);5. OrbitControls (orbit / pan / zoom)
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true; // inertial feel
controls.target.set(0, 0, 0);
renderer.setAnimationLoop(() => {
controls.update(); // needed every frame when damping is on
renderer.render(scene, camera);
});Pitfalls
- **`Failed to resolve module specifier "three"`** → missing import map (or bundler
config). Map both `"three"` and `"three/addons/"`; addon paths must end with `/`.
- **Black canvas, no errors** → camera is at the origin (inside/behind the object),
or you used a lit material (`MeshStandardMaterial`) with no light. Move the camera back; use `MeshNormalMaterial`/`MeshBasicMaterial` to verify geometry first.
- **Nothing animates** → you never called `renderer.render` inside the loop, or you
call `setAnimationLoop` but render outside it.
- **Stretched / squashed view on resize** → you resized the renderer but didn't
update `camera.aspect` + `updateProjectionMatrix()`.
- **Blurry or jagged on HiDPI** → set `renderer.setPixelRatio(...)`; cap it (≈2) so
4K/retina screens don't tank performance.
- **OrbitControls feel dead** → with `enableDamping = true` you must call
`controls.update()` every frame.
- **Old tutorials use `<script src="three.min.js">`** → since r147 three.js ships
ES modules only; use `type="
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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