From game-creator
Builds 3D browser games with Three.js using event-driven modular architecture. For creating new games, adding 3D features, setting up scenes, or Three.js projects.
npx claudepluginhub opusgamelabs/game-creator --plugin game-creatorThis skill uses the workspace's default tool permissions.
You are an expert Three.js game developer. Follow these opinionated patterns when building 3D browser games.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
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.
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 systemFor performance optimization patterns with measured before/after evidence, see the threejs-perf skill (skills/threejs-perf/SKILL.md).
three@0.183.0+, ESM imports)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"
}
}
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
<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.
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
GameState.reset() must restore a clean slate. Dispose geometries/materials/textures on cleanup. No stale references or leaked listeners across restarts.Every Three.js game requires these four core modules. Full implementation code is in core-patterns.md.
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.
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.
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.
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.
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 });
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.
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).
// 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,
};
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);
}
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.
renderer.setAnimationLoop() instead of manual requestAnimationFrame. It pauses when the tab is hidden and handles WebGPU async correctly.Math.min(clock.getDelta(), 0.1) to prevent death spiralsrenderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) — avoids GPU overload on high-DPI screensVector3, Box3, temp objects in hot loops to minimize GC. Avoid per-frame allocations — preallocate and reuse.skills/threejs-perf/ for InstancedMesh patterns (~9,000× fewer draw calls, ~57× faster render CPU).MeshBasicMaterial or MeshStandardMaterial. Avoid MeshPhysicalMaterial, custom shaders, or complex material setups unless specifically needed.powerPreference: 'high-performance' on the renderer.dispose() on geometries, materials, textures when removing objects/public/ for ViteTHREE.TextureLoader, GLTFLoader from three/addonsimport { 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),
);
});
}
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 |
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.
src/ subdirectoryEventBus.js Events object using domain:action namingConstants.jsGameState.js if neededGame.js orchestratorBefore considering a game complete, verify:
GameState.reset() restores a clean slate, all Three.js resources disposedMath.min(clock.getDelta(), 0.1) on every frameisMuted state is respectedvar(--ogp-safe-top-inset) / var(--ogp-safe-bottom-inset) for Play.fun safe area; bottom controls offset above the bottom insetnpm run build succeeds with no errors