From game-creator
Generates photorealistic 3D worlds and environments from text prompts or images via World Labs Marble API. Outputs Gaussian Splat scenes for SparkJS/Three.js rendering and GLB colliders for game physics.
npx claudepluginhub opusgamelabs/game-creator --plugin game-creatorThis skill uses the workspace's default tool permissions.
Generate photorealistic 3D environments from text prompts or images using the World Labs Marble API. Outputs Gaussian Splat scenes (SPZ) rendered via SparkJS in Three.js, plus collider meshes (GLB) for physics.
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`.
Generate photorealistic 3D environments from text prompts or images using the World Labs Marble API. Outputs Gaussian Splat scenes (SPZ) rendered via SparkJS in Three.js, plus collider meshes (GLB) for physics.
Image-first — always prefer image input over text:
--mode image. This produces the most faithful results because the AI can match the exact visual style, layout, lighting, and mood.--mode text when no reference image is available. The API auto-expands short prompts into rich scene descriptions, but results are less predictable than image-driven generation.When the game-creator pipeline runs, ask the user for a reference image first:
I can generate a photorealistic 3D environment for your game using World Labs. Do you have a reference image (photo, concept art, screenshot) for the environment?
- Yes → provide the file path or URL
- No → I'll generate from a text description instead
| Component | Technology |
|---|---|
| API | World Labs Marble API (https://api.worldlabs.ai/marble/v1) |
| Auth | WLT-Api-Key header |
| Output: Visual | Gaussian Splat (.spz) — 100k, 500k, full resolution tiers |
| Output: Physics | Collider mesh (.glb) — for collision detection |
| Output: Skybox | Panorama image (.jpg/.png) |
| Browser Renderer | SparkJS 2.x (@sparkjsdev/spark) — SparkRenderer + SplatMesh, Three.js compatible |
| CLI Script | scripts/worldlabs-generate.mjs (zero dependencies) |
Before prompting the user, check if the key already exists:
test -f .env && grep -q '^WORLDLABS_API_KEY=.' .env && echo "found"
If found, export it with set -a; . .env; set +a and skip the prompt.
If not set, ask the user:
I'll generate a photorealistic 3D environment with World Labs. You can get a free API key:
- Sign up at https://platform.worldlabs.ai
- Go to API Keys
- Create a new key
Paste your key below like:
WORLDLABS_API_KEY=your-key-here(It will be saved to .env and redacted from this conversation automatically.)Or type "skip" to use basic geometry instead.
# Text to 3D world
WORLDLABS_API_KEY=<key> node scripts/worldlabs-generate.mjs \
--mode text --prompt "a medieval tavern with wooden beams and a roaring fireplace" \
--output public/assets/worlds/ --slug tavern
# Image to 3D world (local file or URL)
WORLDLABS_API_KEY=<key> node scripts/worldlabs-generate.mjs \
--mode image --image ./reference-photo.jpg \
--output public/assets/worlds/ --slug my-world
# Check generation status
WORLDLABS_API_KEY=<key> node scripts/worldlabs-generate.mjs \
--mode status --operation-id <op-id>
# Download assets from existing world
WORLDLABS_API_KEY=<key> node scripts/worldlabs-generate.mjs \
--mode get --world-id <id> --output public/assets/worlds/ --slug my-world
# List your worlds
WORLDLABS_API_KEY=<key> node scripts/worldlabs-generate.mjs --mode list
public/assets/worlds/
tavern.spz # Gaussian Splat (full resolution)
tavern-500k.spz # Gaussian Splat (500k, medium quality)
tavern-100k.spz # Gaussian Splat (100k, lightweight/mobile)
tavern-collider.glb # Collider mesh for physics (GLB)
tavern-pano.jpg # Panorama image (skybox)
tavern.meta.json # Metadata: world ID, prompt, timestamps, asset URLs
Tested & working — see examples/worldlabs-arcade/ for a complete runnable demo.
npm install @sparkjsdev/spark@^2.0.0
Package: @sparkjsdev/spark — high-performance Gaussian Splat renderer for Three.js. Pin to ^2.0.0; the 0.x line has a different API (no SparkRenderer) and will not match the snippets below. Supports SPZ, PLY, SOGS, KSPLAT, SPLAT formats (auto-detected by extension).
Three.js peer version: Spark 2.0 declares three@^0.180.0 as its peer dependency. Three treats every 0.x minor as potentially breaking, so three@^0.181 or newer triggers an ERESOLVE peer-dep error on npm install. Pin three to ^0.180.0 in your project's package.json — this is what the threejs-3d template and the worldlabs-arcade example both use.
No bundler? Use the CDN importmap instead of npm:
<script type="importmap">{
"imports": {
"three": "https://cdnjs.cloudflare.com/ajax/libs/three.js/0.180.0/three.module.js",
"@sparkjsdev/spark": "https://sparkjs.dev/releases/spark/2.0.0/spark.module.js"
}
}</script>
WebGLRenderer config: Create it with antialias: false. Spark's splat shader provides its own anti-aliasing, and enabling MSAA on top wastes GPU for no visual gain:
const renderer = new THREE.WebGLRenderer({ antialias: false });
export const WORLD = {
splatPath: 'assets/worlds/tavern-500k.spz', // 500k is a good desktop default
colliderPath: 'assets/worlds/tavern-collider.glb',
panoPath: 'assets/worlds/tavern-pano.png',
scale: 1,
position: { x: 0, y: 0, z: 0 },
};
Spark 2.0 introduces SparkRenderer — a scene-level object that hooks into Three.js's render pipeline and controls splat quality, sorting, and LOD. You instantiate it once, add it to the scene, then add SplatMesh instances as normal Three.js objects. The WebGLRenderer's render() call handles everything transparently.
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { SparkRenderer, SplatMesh } from '@sparkjsdev/spark';
import { WORLD } from '../core/Constants.js';
let _colliderMesh = null;
let _splatMesh = null;
export async function loadWorld(scene, renderer, camera) {
// 0. SparkRenderer — quality + LOD controls for splat rendering.
// Must be added to the scene BEFORE any SplatMesh. One per scene.
const spark = new SparkRenderer({
renderer,
maxPixelRadius: 512, // bigger max → sharper close-up splats
sortRadial: true, // eliminates black-bar artifacts on camera rotation
enableLod: true, // auto-reduce splat count at distance
lodSplatScale: 1.0, // >1.0 = more splats (higher quality), <1.0 = fewer
});
scene.add(spark);
const promises = [];
// 1. Gaussian Splat via SparkJS — SplatMesh works like any Three.js object.
// `splat.initialized` is a Promise that resolves once the file is parsed
// and GPU buffers are uploaded.
if (WORLD.splatPath) {
promises.push((async () => {
const splat = new SplatMesh({ url: WORLD.splatPath });
splat.scale.setScalar(WORLD.scale);
splat.position.set(WORLD.position.x, WORLD.position.y, WORLD.position.z);
scene.add(splat);
if (splat.initialized) await splat.initialized;
_splatMesh = splat;
})());
}
// 2. Collider mesh (GLB) — invisible, for physics raycasting only
if (WORLD.colliderPath) {
promises.push((async () => {
const loader = new GLTFLoader();
const gltf = await loader.loadAsync(WORLD.colliderPath);
_colliderMesh = gltf.scene;
_colliderMesh.visible = false;
_colliderMesh.scale.setScalar(WORLD.scale);
_colliderMesh.position.set(WORLD.position.x, WORLD.position.y, WORLD.position.z);
_colliderMesh.traverse(c => { if (c.isMesh) c.material.side = THREE.DoubleSide; });
_colliderMesh.updateMatrixWorld(true); // needed before the first raycast
scene.add(_colliderMesh);
})());
}
// 3. Panorama as equirectangular skybox + environment lighting.
// NOTE: leave this OFF when using a World Labs splat scene — the panorama
// depicts the same environment as the splat and you get a "world inside a
// world" doubling effect. For IBL on Meshy characters, prefer
// `spark.renderEnvMap({ scene, worldCenter })` to light from the splat itself.
if (WORLD.panoPath) {
promises.push((async () => {
const texLoader = new THREE.TextureLoader();
const panoTex = await texLoader.loadAsync(WORLD.panoPath);
panoTex.mapping = THREE.EquirectangularReflectionMapping;
panoTex.colorSpace = THREE.SRGBColorSpace;
scene.environment = panoTex; // lighting only — NOT scene.background
})());
}
await Promise.all(promises);
return { splat: _splatMesh, collider: _colliderMesh };
}
const _raycaster = new THREE.Raycaster();
const _downDir = new THREE.Vector3(0, -1, 0);
const _rayOrigin = new THREE.Vector3();
export function getGroundHeight(x, z, fallback = 0) {
if (!_colliderMesh) return fallback;
_rayOrigin.set(x, 50, z);
_raycaster.set(_rayOrigin, _downDir);
const hits = _raycaster.intersectObject(_colliderMesh, true);
return hits.length > 0 ? hits[0].point.y : fallback;
}
export function getCollider() { return _colliderMesh; }
Once SparkRenderer is in the scene, splat rendering is transparent. SparkRenderer.autoUpdate defaults to true, so renderer.render(scene, camera) handles sort + draw for every SplatMesh in the scene — no extra .render() or .update() call needed. Use renderer.setAnimationLoop (Spark 2.0's recommended loop form; also WebXR-compatible).
import { loadWorld, getGroundHeight } from '../level/WorldLoader.js';
// In init():
await loadWorld(scene, renderer, camera);
// Render loop — standard Three.js, no extra splat pass:
renderer.setAnimationLoop((time) => {
const delta = clock.getDelta();
player.update(delta, input, azimuth);
// Snap player Y to collider ground
const groundY = getGroundHeight(player.mesh.position.x, player.mesh.position.z, 0);
player.mesh.position.y = groundY;
// Single render call handles both meshes AND splats
renderer.render(scene, camera);
});
| Tier | File | Quality | Use Case |
|---|---|---|---|
100k | {slug}-100k.spz | Low | Mobile, fast loading, previews |
500k | {slug}-500k.spz | Medium | Desktop games, good balance |
full_res | {slug}.spz | High | High-end, hero environments |
Choose based on target platform. The collider mesh (GLB) is the same regardless of splat resolution.
The default SparkRenderer({ renderer }) looks good for most scenes. When it doesn't, these are the four knobs that actually move the needle — pass them in the SparkRenderer constructor:
| Symptom | Knob | Direction |
|---|---|---|
| Close-up splats look chunky / low-res | lodSplatScale | Raise toward 2.0 (2× splats rendered) |
| Splats visibly pop in/out at distance | lodRenderScale | Raise toward 2.0 to keep distant splats larger on screen |
| Black bars or tearing when camera rotates | sortRadial | Keep true (default). Set false only if you need strict Z-depth for compositing. |
| Low-end GPU / mobile perf is poor | lodSplatScale + maxPixelRadius | Drop lodSplatScale to 0.5, maxPixelRadius to 256 |
IBL from the splat scene — Spark 2.0 adds spark.renderEnvMap({ scene, worldCenter }) which renders the splat scene into a THREE.Texture usable as scene.environment or MeshStandardMaterial.envMap. This is the proper way to make Meshy characters catch the lighting of the World Labs environment they stand in. See the SparkRenderer docs for full options.
For a complete 3D game, combine both:
┌─────────────────────────────────────────────────┐
│ Complete 3D Scene │
├─────────────────────────────────────────────────┤
│ World Labs (environment) │
│ └─ Gaussian Splat (visual) │
│ └─ Collider mesh (physics) │
│ └─ Panorama (skybox) │
│ │
│ Meshy AI (entities) │
│ └─ Player character (rigged, animated GLB) │
│ └─ Enemies (rigged, animated GLB) │
│ └─ Props/items (static GLB) │
│ │
│ Three.js (engine) │
│ └─ SparkJS renders splats │
│ └─ GLTFLoader renders characters/props │
│ └─ Raycaster uses collider for ground/walls │
└─────────────────────────────────────────────────┘
See examples/worldlabs-arcade/ — a complete, tested demo with:
Cause: World Labs SPZ files use Y-inverted coordinates compared to Three.js convention.
Fix: Apply rotation.x = Math.PI to both the splat mesh and collider mesh. Then adjust position.z to compensate: position.z += (minZ + maxZ). Do NOT use scale.y = -1 on a parent group — SparkJS breaks with negative parent scale.
Cause: After Y-flip, the coordinate system is inverted. Downward raycasts hit what was originally the floor (now the ceiling in flipped space).
Fix: Raycast UPWARD from Y=-50 with direction (0, 1, 0) to hit the visual floor first. The floor is the lowest surface after the flip.
Cause: The collider mesh's world matrix hasn't been updated after setting rotation/position, especially before the first render frame.
Fix: Call _colliderMesh.updateMatrixWorld(true) immediately after setting rotation and position, before any raycast operations.
Cause: Using the World Labs panorama as scene.background shows the same environment as a giant sphere surrounding the 3D scene.
Fix: Don't use the panorama as scene background. Use a solid color (scene.background = new THREE.Color(0x87CEEB)) or a custom skybox instead.
Cause: World Labs generation typically takes 3-8 minutes. Complex scenes or high server load can extend this.
Fix: Poll the operation status endpoint every 10-15 seconds. Check progress.status for "IN_PROGRESS" vs "COMPLETE". If stuck beyond 15 minutes, create a new generation request — don't retry the same operation.
Cause: In Spark 2.0 the SparkRenderer is what actually draws splats. Adding a SplatMesh to the scene without a SparkRenderer also in the scene produces no output.
Fix: Instantiate new SparkRenderer({ renderer }) and scene.add(spark) before any SplatMesh is added. One SparkRenderer per scene is enough.
Cause: Installed 0.x instead of 2.x. The 0.x line predates SparkRenderer, LOD, and sortRadial.
Fix: Pin to 2.0 or later: npm install @sparkjsdev/spark@^2.0.0. Check node_modules/@sparkjsdev/spark/package.json to confirm.
Cause: The LOD system is swapping tiers. Fine for large worlds, distracting in small ones.
Fix: Raise lodRenderScale to keep distant splats visually larger, or set enableLod: false for scenes small enough to render at full detail everywhere.
Cause: Meshy (or other GLB) characters use MeshStandardMaterial with no environment map, so they render flat against a photorealistic splat backdrop.
Fix: Use spark.renderEnvMap({ scene, worldCenter }) to bake the splat scene into a THREE.Texture and assign it: scene.environment = envMap. Or assign per-material via spark.recurseSetEnvMap(character, envMap).
Cause: Using the wrong endpoint for media upload preparation.
Fix: Use POST /media-assets:prepare_upload (NOT /media-assets). This returns a signed URL for PUT upload. The colon syntax is intentional — it's a custom action on the resource.
Cause: Using the wrong authentication header format.
Fix: Use WLT-Api-Key: <your-key> header, NOT Authorization: Bearer <your-key>. The World Labs API uses a custom header format.
WORLDLABS_API_KEY environment variable is setscripts/worldlabs-generate.mjs to generate world (~3-8 min)public/assets/worlds/@sparkjsdev/spark@^2.0.0 installed (not 0.x — different API)WebGLRenderer created with antialias: falseWorldLoader.js created in src/level/ (SparkRenderer + SplatMesh + GLTFLoader)SparkRenderer instantiated and added to the scene before any SplatMeshawait splat.initialized used before treating the splat as loadedConstants.js updated with WORLD config (splatPath, colliderPath, panoPath)Game.js calls loadWorld() in init, uses getGroundHeight() for player Yrenderer.render(scene, camera) handles both splats and meshes — no extra passlodSplatScale if needed