Threejs gameplay systems
Skill Oliyflemishspeaking560/threejs-game-skills/skills/threejs-gameplay-systems
Build browser games with automated Three.js skills for Codex and Claude Code to manage graphics, logic, assets, and builds.
npx -y skills add Oliyflemishspeaking560/threejs-game-skills --skill threejs-gameplay-systemsAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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Build and iterate playable Three.js game systems. Combines starter scaffold creation, architecture, gameplay implementation, and game-feel tuning. Use for first playable slices, new Vite/TypeScript/Three.js game setup, game loops, entity systems, input, collision/physics, scoring, objectives, audio hooks, camera, controls, difficulty, feedback, and maintainable structure.
SKILL.md
4.3 KB, as published. Nobody here has run it
Three.js Gameplay Systems
Purpose
Create or evolve a playable browser game loop with clear ownership, responsive controls, deterministic update order, and verified player-facing behavior.
Use When
Starting a new game, repairing a weak prototype, adding mechanics/entities, designing architecture, tuning camera/controls, implementing rules/objectives, or improving game feel.
Workflow
Load references/gameplay-workflows.md as the first action when the task includes first playable setup, architecture, mechanics, entities, input, camera, collision/physics, scoring, objectives, feedback, or feel tuning.
Load references/physics-engine-selection.md before adding or changing physics, collision-heavy gameplay, vehicle movement, rolling balls, mini-golf, pool/snooker, pinball, rigid-body puzzles, character controllers, sensors, high-speed projectiles, moving platforms, or physics QA. Track both references in a reference ledger with yes/no, path, and failure reason. Do not mark the gameplay phase complete while a required reference is skipped.
Load references/checklists/new-game-definition-of-done.md before claiming a new game or first playable slice is complete.
Load references/checklists/endless-runner-premium-quality.md for endless runner work.
Load references/prompt-templates.md only when the user asks for reusable prompts, starter prompts, or a task template.
Load threejs-audio-generator when implementing real SFX, ambience, UI sounds, voice/TTS, or audio cleanup beyond simple placeholder hooks. Gameplay code should emit audio events; the audio skill should generate or process the actual assets and define the runtime audio matrix.
- Inspect project structure, scripts, dependencies, current loop, input, camera, entities, state, UI, and diagnostics.
- Define the one-sentence playable loop: verb, objective, feedback, fail/retry.
- Choose small architecture boundaries:
core,game,entities,systems,assets,ui,tests. - Implement mechanics in playable increments: input, state, entity, collision/physics, feedback, HUD/audio hook, diagnostics.
- Tune feel: movement, acceleration, camera follow/FOV/shake, impact, cooldowns, difficulty, restart loop.
- Keep hot paths allocation-light and update order explicit.
- Verify with build, browser, screenshot, canvas pixels, console/page errors, and one real input path.
Packaged Scaffold
Use the bundled scaffold when starting a new project or when the user asks for a starter game:
python3 <this-skill-dir>/scripts/create_threejs_game.py ./my-game
The script copies assets/threejs-vite-game/, rewrites the project name in package.json and package-lock.json, and keeps generated games self-contained with their own visual test and canvas-inspection script. Use --force only when the target directory may be overwritten.
Library Guidance
- Use TypeScript, Vite, Three.js modules.
- Custom collision for simple arcade triggers and pickups.
- Rapier is the default robust physics engine for serious Three.js browser games with rigid bodies, sensors, balls, ramps, many contacts, or high-speed collisions.
- Use
cannon-esonly as a lightweight JS fallback for small/simple rigid-body scenes. - Use custom collision when authored arcade feel is more important than simulation.
lil-guifor live-tuned constants when useful.- Web Audio for runtime playback and procedural feedback;
threejs-audio-generatorfor generated game audio assets.
Common Failure Modes
- Static demo instead of playable loop.
- Mechanic compiles but cannot be triggered by real input.
- Camera/controls feel delayed or hide the next decision.
- State changes do not drive UI/audio/VFX.
- Architecture abstractions appear before mechanics need them.
Final Response
Report the reference ledger, gameplay checklist outcome, behavior, controls, changed files, architecture choices, tuned values, verification evidence, artifacts, and remaining edge cases.