Three.js Development
Build high-performance 3D web applications using Three.js - a cross-browser WebGL/WebGPU library.
When to Use This Skill
Use when working with:
- •3D scenes, models, animations, or visualizations
- •WebGL/WebGPU rendering and graphics programming
- •Interactive 3D experiences (games, configurators, data viz)
- •Camera controls, lighting, materials, or shaders
- •Loading 3D assets (GLTF, FBX, OBJ) or textures
- •Post-processing effects (bloom, depth of field, SSAO)
- •Physics simulations, VR/XR experiences, or spatial audio
- •Performance optimization (instancing, LOD, frustum culling)
Progressive Learning Path
Level 1: Getting Started
Load references/01-getting-started.md - Scene setup, basic geometries, materials, lights, rendering loop
Level 2: Common Tasks
- •Asset Loading:
references/02-loaders.md- GLTF, FBX, OBJ, texture loaders - •Textures:
references/03-textures.md- Types, mapping, wrapping, filtering - •Cameras:
references/04-cameras.md- Perspective, orthographic, controls - •Lights:
references/05-lights.md- Types, shadows, helpers - •Animations:
references/06-animations.md- Clips, mixer, keyframes - •Math:
references/07-math.md- Vectors, matrices, quaternions, curves
Level 3: Interactive & Effects
- •Interaction:
references/08-interaction.md- Raycasting, picking, transforms - •Post-Processing:
references/09-postprocessing.md- Passes, bloom, SSAO, SSR - •Controls (Addons):
references/10-controls.md- Orbit, transform, first-person
Level 4: Advanced Rendering
- •Materials Advanced:
references/11-materials-advanced.md- PBR, custom shaders - •Performance:
references/12-performance.md- Instancing, LOD, batching, culling - •Node Materials (TSL):
references/13-node-materials.md- Shader graphs, compute
Level 5: Specialized
- •Physics:
references/14-physics-vr.md- Ammo, Rapier, Jolt, VR/XR - •Advanced Loaders:
references/15-specialized-loaders.md- SVG, VRML, domain-specific - •WebGPU:
references/16-webgpu.md- Modern backend, compute shaders
Quick Start Pattern
javascript
// 1. Scene, Camera, Renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// 2. Add Objects
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// 3. Add Lights
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5, 5, 5);
scene.add(light);
scene.add(new THREE.AmbientLight(0x404040));
// 4. Animation Loop
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
External Resources
- •Official Docs: https://threejs.org/docs/
- •Examples: https://threejs.org/examples/
- •Editor: https://threejs.org/editor/
- •Discord: https://discord.gg/56GBJwAnUS