16 min read
threejs-webgl
Generated source view for the actual executable
engineering/threejs-webglskill. The durable routing article is Frontend and Design Skills. Source: skills/engineering/threejs-webgl/SKILL.md
Runtime Source
| Field | Value |
|---|---|
| Category | engineering |
| Origin | personal |
| Slug | threejs-webgl |
| Source slug | threejs-webgl |
| Family | Frontend and Design Skills |
| Source | skills/engineering/threejs-webgl/SKILL.md |
Bundled Resources
These files are part of the executable skill folder and must be preserved with the skill source.
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Description
Build 3D for the web with Three.js, React Three Fiber, Babylon.js, PlayCanvas, A-Frame or Spline, plus Blender and Substance exports, procedural scenes and image-to-Three.js models. Use for any 3D scene, WebGL or WebGPU work.
Skill Source
---
name: threejs-webgl
description: >-
Build 3D for the web with Three.js, React Three Fiber, Babylon.js, PlayCanvas, A-Frame or
Spline, plus Blender and Substance exports, procedural scenes and image-to-Three.js models. Use
for any 3D scene, WebGL or WebGPU work.
origin: personal
source_slug: threejs-webgl
---
# 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 practical guidance for building performant, interactive 3D experiences including scenes, cameras, renderers, geometries, materials, lights, textures, and animations.
## When to Use This Skill
Use this skill when:
- Building interactive 3D web experiences
- Creating product configurators or visualizers
- Implementing WebGL/WebGPU rendering
- Working with 3D models, scenes, or animations
- Optimizing Three.js performance
- Integrating Three.js with other libraries (GSAP, React, etc.)
- Debugging Three.js rendering issues
For React integration, use the **react-three-fiber** skill.
For animation, combine with the **gsap-scrolltrigger** skill.
For UI animations, use the **motion-framer** skill.
## Progressive Disclosure
This `SKILL.md` is the routing layer. Detailed recipes, examples, integration notes, and troubleshooting guidance live in `references/details.md` so they are loaded only when the task needs them.
Before producing concrete output, making a design recommendation, or debugging an implementation, load the relevant reference section below. Do not rely on memory for branch-specific APIs, examples, or caveats.
| Task branch | Read first |
| --- | --- |
| Core Concepts | `references/details.md#core-concepts` |
| Quick Start Pattern | `references/details.md#quick-start-pattern` |
| Common Patterns | `references/details.md#common-patterns` |
| Integration Patterns | `references/details.md#integration-patterns` |
| Performance Optimization | `references/details.md#performance-optimization` |
| Best Practices | `references/details.md#best-practices` |
| Common Pitfalls | `references/details.md#common-pitfalls` |
| Resources | `references/details.md#resources` |
| Advanced Topics | `references/details.md#advanced-topics` |
<!-- folded-skills:auto:start -->
## Folded Skill References
These former standalone skills are bundled here as references to keep the runtime list compact. Load only the reference that matches the user's exact product, framework, or failure mode. Where a reference disagrees with this skill, this skill wins.
| Former skill | Reference | Description |
| --- | --- | --- |
| `aframe-webxr` | [`references/skills/aframe-webxr/SKILL.md`](references/skills/aframe-webxr/SKILL.md) | Declarative web framework for building browser-based 3D, VR, and AR experiences using HTML and entity-component architecture. Use this skill when creating WebXR applications, VR experiences, AR experiences, 360-degree media viewers, or immersive web content with minimal JavaScript. Triggers on tasks involving A-Frame, WebXR, VR development, AR development, entity-component-system, declarative 3D, or HTML-based 3D scenes. Built on Three.js with accessible HTML-first approach. |
| `babylonjs-engine` | [`references/skills/babylonjs-engine/SKILL.md`](references/skills/babylonjs-engine/SKILL.md) | Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features. |
| `blender-web-pipeline` | [`references/skills/blender-web-pipeline/SKILL.md`](references/skills/blender-web-pipeline/SKILL.md) | Blender to web export workflows for 3D models and animations. Use this skill when exporting Blender models to glTF for web, optimizing 3D assets for Three.js or Babylon.js, batch processing models with Python scripts, automating Blender workflows, or creating web-ready 3D pipelines. Triggers on tasks involving Blender glTF export, bpy scripting, 3D asset optimization, model compression, texture baking, or Blender automation. Exports models for threejs-webgl, react-three-fiber, and babylonjs-engine skills. |
| `img2threejs` | [`references/skills/img2threejs/SKILL.md`](references/skills/img2threejs/SKILL.md) | Turn an object or character reference image into a quality-gated, animation-ready procedural Three.js model built in code. Use for image-to-3D reconstruction, detail-accurate object rebuilds, stylized/likeness-maximized human characters, sculpt specs, and staged code generation. |
| `lightweight-3d-effects` | [`references/skills/lightweight-3d-effects/SKILL.md`](references/skills/lightweight-3d-effects/SKILL.md) | Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js. Use this skill when adding pseudo-3D illustrations, animated backgrounds, parallax tilt effects, decorative 3D elements, or subtle depth effects without heavy frameworks. Triggers on tasks involving Zdog pseudo-3D, Vanta.js backgrounds, Vanilla-Tilt parallax, card tilt effects, hero section animations, or lightweight landing page visuals. Ideal for performance-focused designs. |
| `playcanvas-engine` | [`references/skills/playcanvas-engine/SKILL.md`](references/skills/playcanvas-engine/SKILL.md) | Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment. |
| `react-three-fiber` | [`references/skills/react-three-fiber/SKILL.md`](references/skills/react-three-fiber/SKILL.md) | Build declarative 3D scenes with React Three Fiber (R3F) - a React renderer for Three.js. Use when building interactive 3D experiences in React applications with component-based architecture, state management, and reusable abstractions. Ideal for product configurators, portfolios, games, data visualization, and immersive web experiences. |
| `spline-interactive` | [`references/skills/spline-interactive/SKILL.md`](references/skills/spline-interactive/SKILL.md) | Browser-based 3D design tool with visual editor, animation, and web export. Use this skill when creating 3D scenes without code, designing interactive web experiences, prototyping 3D UI, exporting to React/web, or building designer-friendly 3D content. Triggers on tasks involving Spline, no-code 3D, visual 3D editor, 3D animation, state-based interactions, React Spline integration, or scene export. Alternative to Three.js for designers who prefer visual tools over code. |
| `substance-3d-texturing` | [`references/skills/substance-3d-texturing/SKILL.md`](references/skills/substance-3d-texturing/SKILL.md) | Comprehensive skill for Adobe Substance 3D Painter texturing and material creation workflow. Use this skill when creating PBR materials, exporting textures for web/game engines, optimizing 3D assets for real-time rendering, or automating texture workflows. Triggers on tasks involving Substance 3D Painter, PBR texturing, material creation, texture export for Three.js, Babylon.js, Unity, Unreal, glTF optimization, or Python API automation. Creates optimized textures for threejs-webgl, react-three-fiber, and babylonjs-engine materials. |
| `threejs-landscape` | [`references/skills/threejs-landscape/SKILL.md`](references/skills/threejs-landscape/SKILL.md) | Build a live Three.js landscape that stays quiet behind a subject — a noise heightfield on a polar grid so resolution follows the lens, ground coloured by slope and moisture rather than by texture, instanced GPU grass whose wind costs nothing on the CPU, scattered stones, a gradient sky dome, a star field you can actually see, and a time-of-day system that cross-fades instead of cutting. Use for hero backdrops, product stages, scroll worlds, or any scene where a building, object, or figure has to sit in a place rather than float on a gradient. |
| `threejs-towers` | [`references/skills/threejs-towers/SKILL.md`](references/skills/threejs-towers/SKILL.md) | Generate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs with flying eaves driven by a single profile function, and a clipping-plane build animation where everything below a rising line is finished work and scaffolding stands above it. Use for construction studies, architectural title sequences, procedural landmarks, or any hero object that should build itself rather than fade in. |
| `threejs-weather` | [`references/skills/threejs-weather/SKILL.md`](references/skills/threejs-weather/SKILL.md) | Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam. Use for scene atmosphere, seasonal states, hero backdrops, or any world where clear/rain/storm/snow needs to be a control the viewer can turn. |
| `web3d-integration-patterns` | [`references/skills/web3d-integration-patterns/SKILL.md`](references/skills/web3d-integration-patterns/SKILL.md) | Meta-skill for combining Three.js, GSAP ScrollTrigger, React Three Fiber, Motion, and React Spring for complex 3D web experiences. Use when building applications that integrate multiple 3D and animation libraries, requiring architecture patterns, state management, and performance optimization across the stack. Triggers on tasks involving library integration, multi-library architectures, scroll-driven 3D experiences, physics-based 3D animations, or complex interactive 3D applications. |
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Timeline
- 2026-11-02 | Generated a browseable source page from the actual executable skill file. Source: skills/engineering/threejs-webgl/SKILL.md