threejs-game
Build 3D browser games with Three.js using event-driven modular architecture. Use when creating a new 3D game, adding 3D game features, setting up Three.js scenes, or working on any Three.js game project.
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This skill provides a modular architecture and templates for building 3D games with Three.js. It includes patterns for state management, event-driven communication, and mobile-first input. No security concerns were found.
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What does this agent skill do?
Three.js Game Development
You are an expert Three.js game developer. Follow these opinionated patterns when building 3D browser games.
Reference: See
reference/llms.txt(quick guide) andreference/llms-full.txt(full API + TSL) for official Three.js LLM documentation. Prefer patterns from those files when they conflict with this skill.
Performance Notes
- Take your time with each step. Quality is more important than speed.
- Do not skip validation steps — they catch issues early.
- Read the full context of each file before making changes.
- Profile before optimizing. The bottleneck is rarely where you think.
Reference Files
For detailed reference, see companion files in this directory:
core-patterns.md— Full EventBus, GameState, Constants, and Game.js orchestrator codetsl-guide.md— Three.js Shading Language reference (NodeMaterial classes, when to use TSL)input-patterns.md— Gyroscope input, virtual joystick, unified analog InputSystem, input priority system
For performance optimization patterns with measured before/after evidence, see the threejs-perf skill (skills/threejs-perf/SKILL.md).
Tech Stack
- Renderer: Three.js (
three@0.183.0+, ESM imports) - Build Tool: Vite
- Language: JavaScript (not TypeScript) for game templates — TypeScript optional
- Package Manager: npm
Project Setup
When scaffolding a new Three.js game:
mkdir <game-name> && cd <game-name>
npm init -y
npm install three@^0.183.0
npm install -D vite
Create vite.config.js:
import { defineConfig } from 'vite';
export default defineConfig({
root: '.',
publicDir: 'public',
server: { port: 3000, open: true },
build: { outDir: 'dist' },
});
Add to package.json scripts:
{
"type": "module",
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview"
}
}
Modern Import Patterns
Vite / npm (default — used in our templates)
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
Import Maps / CDN (standalone HTML games, no build step)
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.183.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.183.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
</script>
Use import maps when shipping a single HTML file with no build tooling. Pin the version in the import map URL.
Required Architecture
Every Three.js game MUST use this directory structure:
src/
├── core/
│ ├── Game.js # Main orchestrator - init systems, render loop
│ ├── EventBus.js # Singleton pub/sub for all module communication
│ ├── GameState.js # Centralized state singleton
│ └── Constants.js # ALL config values, balance numbers, asset paths
├── systems/ # Low-level engine systems
│ ├── InputSystem.js # Keyboard/mouse/gamepad input
│ ├── PhysicsSystem.js # Collision detection
│ └── ... # Audio, particles, etc.
├── gameplay/ # Game mechanics
│ └── ... # Player, enemies, weapons, etc.
├── level/ # Level/world building
│ ├── LevelBuilder.js # Constructs the game world
│ └── AssetLoader.js # Loads models, textures, audio
├── ui/ # User interface
│ └── ... # Game over, overlays
└── main.js # Entry point - creates Game instance
Core Principles
- Core loop first — Implement one camera, one scene, one gameplay loop. Add player input and a terminal condition (win/lose) before adding visual polish. Keep initial scope small: 1 mechanic, 1 fail condition, 1 scoring system.
- Gameplay clarity > visual complexity — Treat 3D as a style choice, not a complexity mandate. A readable game with simple materials beats a visually complex but confusing one.
- Restart-safe — Gameplay must be fully restart-safe.
GameState.reset()must restore a clean slate. Dispose geometries/materials/textures on cleanup. No stale references or leaked listeners across restarts.
Core Patterns (Non-Negotiable)
Every Three.js game requires these four core modules. Full implementation code is in core-patterns.md.
1. EventBus Singleton
ALL inter-module communication goes through an EventBus (core/EventBus.js). Modules never import each other directly for communication. Provides on, once, off, emit, and clear methods. Events use domain:action naming (e.g., player:hit, game:over). See core-patterns.md for the full implementation.
2. Centralized GameState
One singleton (core/GameState.js) holds ALL game state. Systems read from it, events update it. Must include a reset() method that restores a clean slate for restarts. See core-patterns.md for the full implementation.
3. Constants File
Every magic number, balance value, asset path, and configuration goes in core/Constants.js. Never hardcode values in game logic. Organize by domain: PLAYER_CONFIG, ENEMY_CONFIG, WORLD, CAMERA, COLORS, ASSET_PATHS. See core-patterns.md for the full implementation.
4. Game.js Orchestrator
The Game class (core/Game.js) initializes everything and runs the render loop. Uses renderer.setAnimationLoop() -- the official Three.js pattern (handles WebGPU async correctly and pauses when the tab is hidden). Sets up renderer, scene, camera, systems, UI, and event listeners in init(). See core-patterns.md for the full implementation.
Renderer Selection
WebGLRenderer (default — use for all game templates)
Maximum browser compatibility. Well-established, most examples and tutorials use this. Our templates default to WebGLRenderer.
import * as THREE from 'three';
const renderer = new THREE.WebGLRenderer({ antialias: true });
WebGPURenderer (when you need TSL or compute shaders)
Required for custom node-based materials (TSL), compute shaders, and advanced rendering. Note: import path changes to 'three/webgpu' and init is async.
import * as THREE from 'three/webgpu';
const renderer = new THREE.WebGPURenderer({ antialias: true });
await renderer.init();
When to pick WebGPU: You need TSL custom shaders, compute shaders, or node-based materials. Otherwise, stick with WebGL. See tsl-guide.md for TSL details.
Play.fun Safe Zone
When games run inside the Play.fun dashboard on mobile Safari, the SDK sets CSS custom properties on the game iframe's document.documentElement:
--ogp-safe-top-inset— space below the Play.fun header bubbles (~68px on mobile)--ogp-safe-bottom-inset— space above Safari bottom controls (~148px on mobile)
Both default to 0px when not running inside the dashboard (desktop, standalone).
Constants
// In Constants.js — reads SDK CSS vars with static fallbacks
function _readSafeInsets() {
const s = getComputedStyle(document.documentElement);
return {
top: parseInt(s.getPropertyValue('--ogp-safe-top-inset')) || 0,
bottom: parseInt(s.getPropertyValue('--ogp-safe-bottom-inset')) || 0,
};
}
const _insets = _readSafeInsets();
export const SAFE_ZONE = {
TOP_PX: Math.max(75, _insets.top),
BOTTOM_PX: _insets.bottom,
TOP_PERCENT: 8,
};
CSS Rule
All .overlay elements (game-over, pause, menus) must use the CSS variables for padding:
.overlay {
padding-top: max(20px, 8vh, var(--ogp-safe-top-inset, 0px));
padding-bottom: var(--ogp-safe-bottom-inset, 0px);
}
Bottom-positioned UI (joysticks, action buttons) must also respect the bottom inset:
#joystick-zone {
bottom: max(20px, 3vh, var(--ogp-safe-bottom-inset, 0px));
}
.bottom-hud {
margin-bottom: var(--ogp-safe-bottom-inset, 0px);
}
What to Check
- No text, buttons, or interactive elements in the top or bottom inset areas
- Game-over overlays center content in the usable area (between both insets), not the full viewport
- Score displays, titles, and restart buttons are all visible and not hidden behind browser chrome
- Bottom-positioned controls (joysticks, action buttons) are not clipped by Safari bottom bar
Note: The 3D canvas itself renders behind the chrome, which is fine — the game should bleed to fill the full viewport. Only HTML overlay UI needs the safe zone offset. In-world 3D elements (HUD textures, floating text) should avoid the top 8% and bottom inset of screen space.
Performance Rules
- Use
renderer.setAnimationLoop()instead of manualrequestAnimationFrame. It pauses when the tab is hidden and handles WebGPU async correctly. - Cap delta time:
Math.min(clock.getDelta(), 0.1)to prevent death spirals - Cap pixel ratio:
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))— avoids GPU overload on high-DPI screens - Object pooling: Reuse
Vector3,Box3, temp objects in hot loops to minimize GC. Avoid per-frame allocations — preallocate and reuse. - Disable shadows on first pass — Only enable shadow maps when specifically needed and tested on mobile. Dynamic shadows are the single most expensive rendering feature.
- Keep draw calls low — Fewer unique materials and geometries = fewer draw calls. Merge static geometry where possible. Use instanced meshes for repeated objects. See
skills/threejs-perf/for InstancedMesh patterns (~9,000× fewer draw calls, ~57× faster render CPU). - Prefer simple materials — Use
MeshBasicMaterialorMeshStandardMaterial. AvoidMeshPhysicalMaterial, custom shaders, or complex material setups unless specifically needed. - No postprocessing by default — Skip bloom, SSAO, motion blur, and other postprocessing passes on first implementation. These tank mobile performance. Add only after gameplay is solid and perf budget allows.
- Keep geometry/material count small — A game with 10 unique materials renders faster than one with 100. Reuse materials across objects with the same appearance.
- Use
powerPreference: 'high-performance'on the renderer - Dispose properly: Call
.dispose()on geometries, materials, textures when removing objects - Frustum culling: Let Three.js handle it (enabled by default) but set bounding spheres on custom geometry
Asset Loading
- Place static assets in
/public/for Vite - Use GLB format for 3D models (smaller, single file)
- Use
THREE.TextureLoader,GLTFLoaderfromthree/addons - Show loading progress via callbacks to UI
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
const loader = new GLTFLoader();
function loadModel(path) {
return new Promise((resolve, reject) => {
loader.load(
path,
(gltf) => resolve(gltf.scene),
undefined,
(error) => reject(error),
);
});
}
Input Handling (Mobile-First)
All games MUST work on desktop AND mobile unless explicitly specified otherwise. Allocate 60% effort to mobile / 40% desktop when making tradeoffs. Choose the best mobile input for each game concept:
| Game Type | Primary Mobile Input | Fallback |
|---|---|---|
| Marble/tilt/balance | Gyroscope (DeviceOrientation) | Virtual joystick |
| Runner/endless | Tap zones (left/right half) | Swipe gestures |
| Puzzle/turn-based | Tap targets (44px min) | Drag & drop |
| Shooter/aim | Virtual joystick + tap-to-fire | Dual joysticks |
| Platformer | Virtual D-pad + jump button | Tilt for movement |
Unified Analog InputSystem
Use a dedicated InputSystem that merges keyboard, gyroscope, and touch into a single analog interface. Game logic reads moveX/moveZ (-1..1) and never knows the source. Keyboard input is always active as an override; on mobile, the system initializes gyroscope (with iOS 13+ permission request) or falls back to a virtual joystick. See input-patterns.md for the full implementation, including GyroscopeInput, VirtualJoystick, and input priority patterns.
When Adding Features
- Create a new module in the appropriate
src/subdirectory - Define new events in
EventBus.jsEvents object usingdomain:actionnaming - Add configuration to
Constants.js - Add state to
GameState.jsif needed - Wire it up in
Game.jsorchestrator - Communicate with other systems ONLY through EventBus
Pre-Ship Validation Checklist
Before considering a game complete, verify:
- Core loop works — Player can start, play, lose/win, and see the result
- Restart works cleanly —
GameState.reset()restores a clean slate, all Three.js resources disposed - Touch + keyboard input — Game works on mobile (gyro/joystick/tap) and desktop (keyboard/mouse)
- Responsive canvas — Renderer resizes on window resize, camera aspect updated
- All values in Constants — Zero hardcoded magic numbers in game logic
- EventBus only — No direct cross-module imports for communication
- Resource cleanup — Geometries, materials, textures disposed when removed from scene
- No postprocessing — Unless explicitly needed and tested on mobile
- Shadows disabled — Unless explicitly needed and budget allows
- Delta-capped movement —
Math.min(clock.getDelta(), 0.1)on every frame - Mute toggle — Audio can be muted/unmuted;
isMutedstate is respected - Safe zone respected — All HTML overlay UI uses
var(--ogp-safe-top-inset)/var(--ogp-safe-bottom-inset)for Play.fun safe area; bottom controls offset above the bottom inset - Build passes —
npm run buildsucceeds with no errors - No console errors — Game runs without uncaught exceptions or WebGL failures
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/playableintelligence/game-creator/threejs-game">View threejs-game on skillZs</a>