business-ops
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Three.js app builder: imperative, React Three Fiber, and WebGPU in 4 phases.
$ npx -y skills add notque/vexjoy-agent --skill threejs-builder --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-builderContext preview
The summary Claude sees to decide when to auto-load this skill.
Three.js app builder: imperative, React Three Fiber, and WebGPU in 4 phases.
name: threejs-builder
description: "Three.js app builder: imperative, React Three Fiber, and WebGPU in 4 phases."
agent: typescript-frontend-engineer
user-invocable: false
command: /threejs
allowed-tools:
- Read
- Write
- Bash
- Grep
- Glob
- Edit
- Task
routing:
triggers:
- threejs
- three.js
- 3D web
- 3D scene
- WebGL
- WebGPU
- 3D animation
- 3D graphics
- react three fiber
- r3f
- drei
- react-three
- "@react-three/fiber"
- postprocessing 3D
- TSL shader
- three shading language
- compute shader three
- WebGPURenderer
- node material three
- game architecture three
- gltf loading
- glb model
- animation state machine three
- eventbus game
- game state management three
- three.js game
pairs_with:
- typescript-frontend-engineer
- react-native-engineer
- distinctive-frontend-design
complexity: Medium
category: frontendThis skill builds complete Three.js web applications using a **Phased Construction** pattern with four phases: Design, Build, Animate, Polish. It supports three paradigms — imperative Three.js, React Three Fiber (R3F), and WebGPU — detected automatically from project context. Only the relevant paradigm's reference is loaded.
**Scope**: Use for 3D web apps, interactive scenes, WebGL/WebGPU visualizations, R3F declarative 3D, and product viewers. For game engines, 3D model creation, VR/AR experiences, or CAD workflows, use a more specialized skill.
---
| Signal | Load These Files | Why | |---|---|---| | `@react-three/fiber`, `r3f`, `drei`, `useFrame`, `<Canvas>`, `<mesh>`, React project with 3D | `react-three-fiber.md` | **React Three Fiber** | | `WebGPURenderer`, `TSL`, `tsl`, `compute shader`, `wgsl`, `node material`, WebGPU mentioned | `webgpu.md` | **WebGPU** | | Standalone HTML, CDN imports, `new THREE.Scene()`, no React, vanilla JS/TS | `advanced-topics.md` (load as needed)` | **Imperative** | | Game project: `EventBus`, `GameState`, player controller, enemies, scoring, multiple game systems | `game-patterns.md` (alongside paradigm reference)` | **Game architecture** | | GLTF/GLB model loading, `.glb` files, animated characters, skeletal rigs, model import | `gltf-loading.md` (alongside paradigm reference)` | **GLTF loading** | | `references/build-recipes.md` | `build-recipes.md` | Phase 2/3 build, error diagnosis | | `references/advanced-topics.md` | `advanced-topics.md` | Imperative paradigm | | `references/react-three-fiber.md` | `react-three-fiber.md` | R3F paradigm | | `references/webgpu.md` | `webgpu.md` | WebGPU paradigm | | `references/visual-polish.md` | `visual-polish.md` | Visual quality signal | | `references/gltf-loading.md` | `gltf-loading.md` | GLTF/GLB model loading signal | | `references/game-patterns.md` | `game-patterns.md` | Game project signal | | `references/game-architecture.md` | `game-architecture.md` | Game project signal | | `references/shader-patterns.md` | `shader-patterns.md` | Custom GLSL / visual effects | | `references/performance-patterns.md` | `performance-patterns.md` | Performance / many objects | | `references/advanced-animation.md` | `advanced-animation.md` | Animation systems / skeletal rigs |
**Goal**: Detect the paradigm, understand what the user wants, and select appropriate components.
**Core Constraints**:
**Step 0: Detect paradigm**
Scan the user's request, existing project files (package.json, imports), and stated requirements to identify which paradigm applies:
| Signal | Paradigm / Context | Reference to Load | |--------|-------------------|-------------------| | `@react-three/fiber`, `r3f`, `drei`, `useFrame`, `<Canvas>`, `<mesh>`, React project with 3D | **React Three Fiber** | `references/react-three-fiber.md` | | `WebGPURenderer`, `TSL`, `tsl`, `compute shader`, `wgsl`, `node material`, WebGPU mentioned | **WebGPU** | `references/webgpu.md` | | Standalone HTML, CDN imports, `new THREE.Scene()`, no React, vanilla JS/TS | **Imperative** | `references/advanced-topics.md` (load as needed) | | Game project: `EventBus`, `GameState`, player controller, enemies, scoring, multiple game systems | **Game architecture** | `references/game-architecture.md` + `references/game-patterns.md` (alongside paradigm reference) | | GLTF/GLB model loading, `.glb` files, animated characters, skeletal rigs, model import | **GLTF loading** | `references/gltf-loading.md` (alongside paradigm reference) |
If ambiguous (e.g., user says "3D scene" with no project context), ask which paradigm — don't guess, because imperative Three.js patterns actively conflict with R3F patterns (OrbitControls setup, animation loops, component lifecycle).
Game and GLTF references load **alongside** the paradigm reference — they are complementary, not alternative. A game project using R3F loads both `react-three-fiber.md` and the relevant game references.
**After detecting paradigm**: Read the corresponding reference file. The reference contains paradigm-specific patterns, failure modes, and component selection guidance that override the generic steps below.
Additional reference loading signals (visual-polish, shader-patterns, performanc
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