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Development #design #web

threejs

Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments.

DeepseekModel Curated skill Quality Excellent · 90 v1.0.0

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name threejs description Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments. Three.js — WebGL 3D Scenes Skill When to use Real 3D: product spins, interactive hero scenes, shaders/material effects, 3D data viz You need full control beyond “background effects” You can budget time for asset pipeline + performance tuning Core mental model Create: Scene (root graph) Camera (Perspective/Orthographic) Renderer ( WebGLRenderer ) Mesh = Geometry + Material Lights (if using non-unlit materials) Render loop: requestAnimationFrame(animate) Update time-based animations, controls, mixers, then renderer.render(scene, camera) Key APIs/patterns Setup: const renderer = new THREE.WebGLRenderer({ canvas, antialias, alpha }) renderer.setSize(width, height, false) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) Camera: camera.aspect = width / height; camera.updateProjectionMatrix() Scene graph: scene.add(object) / object.position/rotation/scale Loading assets: GLTFLoader (models), TextureLoader (images), DRACOLoader (compressed glTF) Controls (common): OrbitControls (debug/product), PointerLockControls (FPS), custom pointer handlers Cleanup (important in SPAs): geometry.dispose() , material.dispose() , texture.dispose() , renderer.dispose() Remove event listeners; cancel RAF. Common pitfalls Not handling resize → stretched/cropped rendering Too high devicePixelRatio → mobile GPU meltdown Leaking WebGL resources (not disposing) → crashes after route changes Loading huge textures/models → slow start; use compressed textures, Draco/KTX2, smaller maps Using too many lights/shadows → expensive; fake lighting with baked textures when possible Quick recipes 1) Minimal spinning cube import * as THREE from "three" ; const canvas = document . querySelector ( "#c" ); const renderer = new THREE . WebGLRenderer ({ canvas, antialias : true , alpha : true }); const scene = new THREE . Scene (); const camera = new THREE . PerspectiveCamera ( 45 , 1 , 0.1 , 100 ); camera. position . set ( 0 , 0 , 4 ); const geom = new THREE . BoxGeometry ( 1 , 1 , 1 ); const mat = new THREE . MeshStandardMaterial ({ color : 0x7c3aed }); const mesh = new THREE . Mesh (geom, mat); scene. add (mesh); scene. add ( new THREE . AmbientLight ( 0xffffff , 0.8 )); const dir = new THREE . DirectionalLight ( 0xffffff , 0.8 ); dir. position . set ( 2 , 2 , 2 ); scene. add (dir); function resize ( ) { const w = canvas. clientWidth ; const h = canvas. clientHeight ; renderer. setSize (w, h, false ); renderer. setPixelRatio ( Math . min ( window . devicePixelRatio , 2 )); camera. aspect = w / h; camera. updateProjectionMatrix (); } window . addEventListener ( "resize" , resize); resize (); function animate ( t ) { mesh. rotation . y = t * 0.0006 ; renderer. render (scene, camera); requestAnimationFrame (animate); } requestAnimationFrame (animate); 2) Respect reduced motion If prefers-reduced-motion: reduce , render a still frame (no RAF) or slow updates. What to ask the user Is this decorative (hero) or functional 3D (product viewer)? Target devices: mobile? older iPhones? Asset format availability (glTF, HDRI, textures) and file size constraints Accessibility/reduced motion requirements
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Field Description
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skill_idUnique skill ID
nameSkill name
versionVersion
descriptionDescription
categoryCategories (array)
trigger_wordsTrigger words
tagsTags
sourceSource
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exported_atExported at (set per download)
system_promptSystem prompt body
model_configModel config: provider / model / temperature / max_tokens / top_p
examplesExamples
install_guideImport guide for Coze / Dify / Claude / custom frameworks
The same skill can be exported in different platform formats.
.skill Standard format with system_prompt and model_config, ready for any agent framework Download
.skillpro Enhanced format with scripts, tools, dependencies and hooks Download
.json Plain JSON export with system_prompt and model parameters only Download
Coze Markdown with frontmatter, for Coze platform import Download
Dify Dify DSL, import directly after creating an app Download

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