Agent skill

Babylonjs Engine

by freshtechbro in freshtechbro/claudedesignskills

Comprehensive skill for Babylon.js 3D web rendering engine. An agent skill from freshtechbro/claudedesignskills.

MITAuto-check passedGame Development

Install Babylonjs Engine

skills CLI
$ npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install freshtechbro/claudedesignskills babylonjs-engine --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/babylonjs-engine .claude/skills/babylonjs-engine && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
babylonjs-engine
GitHub stars
986
Token cost
~7.8k tokens
SKILL.md length
319 words
Files
11 (incl. scripts, references, assets)
Skills in repo
19
Repo updated
First seen
Licence
MIT

At a glance

Comprehensive skill for Babylon.js 3D web rendering engine. An agent skill from freshtechbro/claudedesignskills.

  • Works in 12 steps: Engine and Scene Initialization → Camera Systems → Lighting Systems → …
  • Building real-time 3D experiences
  • SKILL.md covers Related Skills, Core Concepts, Common Patterns and Integration Patterns, plus 2 more sections
  • Runs JavaScript and Python scripts from its folder; reaches assets.babylonjs.com

What it does

Babylonjs Engine is an agent skill from freshtechbro/claudedesignskills. Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features.

Its SKILL.md is about 7.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 16 other files, including scripts, reference files and assets (for example `assets/examples/README.md`, `assets/starter_babylon/README.md` and `assets/starter_babylon/package.json`).

It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: A comprehensive collection of Claude Code skills for modern web development, specializing in 3D graphics, animation, and interactive web experiences. The licence is MIT.

When your agent uses it

  • Building real-time 3D experiences
  • Browser-based games
  • Interactive visualizations
  • Immersive web applications

Example prompts

  • “/babylonjs-engine”

Requirements

  • Python 3
  • Node.js

Workflow steps

12 steps, taken from the step headings in SKILL.md.

  1. Engine and Scene Initialization
  2. Camera Systems
  3. Lighting Systems
  4. Mesh Creation
  5. Materials
  6. Model Loading
  7. Physics Engine
  8. Animations
  9. Mesh Optimization
  10. Scene Optimization
  11. Rendering Optimization
  12. Texture Optimization

What it can do on your machine

Read from SKILL.md and the folder at commit 1da73fe. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 2 files in scripts/ (JavaScript and Python), which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • assets.babylonjs.com

    Also links to:

    • doc.babylonjs.com
    • playground.babylonjs.com
    • forum.babylonjs.com
    • npmjs.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Babylonjs Engine loads about 7.8k tokens when it runs, and up to ~18k if it reads all its reference files. Until then it costs about 117 tokens; SKILL.md has 319 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~117
When it runs · the whole SKILL.md, loaded when a task matches
~7.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~18k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from freshtechbro/claudedesignskills at commit 1da73fe, republished under its MIT licence (© freshtechbro). 319 words, ~7,774 tokens.

Download SKILL.mdSave it as .claude/skills/babylonjs-engine/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.
name
babylonjs-engine
description
Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features.

Babylon.js Engine Skill

  • threejs-webgl: Alternative 3D engine
  • react-three-fiber: React integration for 3D
  • gsap-scrolltrigger: Animation library
  • motion-framer: UI animations

Core Concepts

1. Engine and Scene Initialization

Basic Setup

javascript
// Get canvas element
const canvas = document.getElementById('renderCanvas');

// Create engine
const engine = new BABYLON.Engine(canvas, true, {
  preserveDrawingBuffer: true,
  stencil: true
});

// Create scene
const scene = new BABYLON.Scene(engine);

// Render loop
engine.runRenderLoop(() => {
  scene.render();
});

// Handle resize
window.addEventListener('resize', () => {
  engine.resize();
});

ES6/TypeScript Setup

typescript
import { Engine } from '@babylonjs/core/Engines/engine';
import { Scene } from '@babylonjs/core/scene';
import { FreeCamera } from '@babylonjs/core/Cameras/freeCamera';
import { Vector3 } from '@babylonjs/core/Maths/math.vector';
import { HemisphericLight } from '@babylonjs/core/Lights/hemisphericLight';
import { CreateSphere } from '@babylonjs/core/Meshes/Builders/sphereBuilder';

const canvas = document.getElementById('renderCanvas') as HTMLCanvasElement;
const engine = new Engine(canvas);
const scene = new Scene(engine);

// Camera setup
const camera = new FreeCamera('camera1', new Vector3(0, 5, -10), scene);
camera.setTarget(Vector3.Zero());
camera.attachControl(canvas, true);

// Lighting
const light = new HemisphericLight('light1', new Vector3(0, 1, 0), scene);
light.intensity = 0.7;

// Create mesh
const sphere = CreateSphere('sphere1', { segments: 16, diameter: 2 }, scene);
sphere.position.y = 2;

// Render
engine.runRenderLoop(() => {
  scene.render();
});

Scene Configuration Options

javascript
const scene = new BABYLON.Scene(engine, {
  // Optimize for large mesh counts
  useGeometryUniqueIdsMap: true,
  useMaterialMeshMap: true,
  useClonedMeshMap: true
});
2. Camera Systems

Free Camera (FPS-style)

javascript
const camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());
camera.attachControl(canvas, true);

// Movement settings
camera.speed = 0.5;
camera.angularSensibility = 2000;
camera.keysUp = [87]; // W
camera.keysDown = [83]; // S
camera.keysLeft = [65]; // A
camera.keysRight = [68]; // D

Arc Rotate Camera (Orbit)

javascript
const camera = new BABYLON.ArcRotateCamera(
  'camera',
  -Math.PI / 2,        // alpha (horizontal rotation)
  Math.PI / 2.5,       // beta (vertical rotation)
  15,                  // radius (distance)
  new BABYLON.Vector3(0, 0, 0), // target
  scene
);
camera.attachControl(canvas, true);

// Constraints
camera.lowerRadiusLimit = 5;
camera.upperRadiusLimit = 50;
camera.lowerBetaLimit = 0.1;
camera.upperBetaLimit = Math.PI / 2;

Universal Camera (Advanced)

javascript
const camera = new BABYLON.UniversalCamera('camera', new BABYLON.Vector3(0, 5, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());
camera.attachControl(canvas, true);

// Collision detection
camera.checkCollisions = true;
camera.applyGravity = true;
camera.ellipsoid = new BABYLON.Vector3(1, 1, 1);
3. Lighting Systems

Hemispheric Light (Ambient)

javascript
const light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0, 1, 0), scene);
light.intensity = 0.7;
light.diffuse = new BABYLON.Color3(1, 1, 1);
light.specular = new BABYLON.Color3(1, 1, 1);
light.groundColor = new BABYLON.Color3(0, 0, 0);

Directional Light (Sun-like)

javascript
const light = new BABYLON.DirectionalLight('dirLight', new BABYLON.Vector3(-1, -2, -1), scene);
light.position = new BABYLON.Vector3(20, 40, 20);
light.intensity = 0.5;

// Shadow setup
const shadowGenerator = new BABYLON.ShadowGenerator(1024, light);
shadowGenerator.useExponentialShadowMap = true;

Point Light (Omni-directional)

javascript
const light = new BABYLON.PointLight('pointLight', new BABYLON.Vector3(0, 10, 0), scene);
light.intensity = 0.7;
light.diffuse = new BABYLON.Color3(1, 0, 0);
light.specular = new BABYLON.Color3(0, 1, 0);

// Range and falloff
light.range = 100;
light.radius = 0.1;

Spot Light (Focused)

javascript
const light = new BABYLON.SpotLight(
  'spotLight',
  new BABYLON.Vector3(0, 10, 0),      // position
  new BABYLON.Vector3(0, -1, 0),      // direction
  Math.PI / 3,                        // angle
  2,                                  // exponent
  scene
);
light.intensity = 0.8;

Light Optimization (Include Only Specific Meshes)

javascript
// Only affect specific meshes
light.includedOnlyMeshes = [mesh1, mesh2, mesh3];

// Or exclude specific meshes
light.excludedMeshes = [mesh4, mesh5];
4. Mesh Creation

Built-in Shapes

javascript
// Box
const box = BABYLON.MeshBuilder.CreateBox('box', {
  size: 2,
  width: 2,
  height: 2,
  depth: 2
}, scene);

// Sphere
const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {
  diameter: 2,
  segments: 32,
  diameterX: 2,
  diameterY: 2,
  diameterZ: 2,
  arc: 1,
  slice: 1
}, scene);

// Cylinder
const cylinder = BABYLON.MeshBuilder.CreateCylinder('cylinder', {
  height: 3,
  diameter: 2,
  tessellation: 24
}, scene);

// Plane
const plane = BABYLON.MeshBuilder.CreatePlane('plane', {
  size: 5,
  width: 5,
  height: 5
}, scene);

// Ground
const ground = BABYLON.MeshBuilder.CreateGround('ground', {
  width: 10,
  height: 10,
  subdivisions: 2
}, scene);

// Ground from heightmap
const ground = BABYLON.MeshBuilder.CreateGroundFromHeightMap('ground', 'heightmap.png', {
  width: 100,
  height: 100,
  subdivisions: 100,
  minHeight: 0,
  maxHeight: 10
}, scene);

// Torus
const torus = BABYLON.MeshBuilder.CreateTorus('torus', {
  diameter: 3,
  thickness: 1,
  tessellation: 16
}, scene);

// TorusKnot
const torusKnot = BABYLON.MeshBuilder.CreateTorusKnot('torusKnot', {
  radius: 2,
  tube: 0.6,
  radialSegments: 64,
  tubularSegments: 8,
  p: 2,
  q: 3
}, scene);

Mesh Transformations

javascript
// Position
mesh.position = new BABYLON.Vector3(0, 5, 10);
mesh.position.x = 5;
mesh.position.y = 2;

// Rotation (radians)
mesh.rotation = new BABYLON.Vector3(0, Math.PI / 2, 0);
mesh.rotation.y = Math.PI / 4;

// Scaling
mesh.scaling = new BABYLON.Vector3(2, 2, 2);
mesh.scaling.x = 1.5;

// Look at
mesh.lookAt(new BABYLON.Vector3(0, 0, 0));

// Parent-child relationships
childMesh.parent = parentMesh;

Mesh Properties

javascript
// Visibility
mesh.isVisible = true;
mesh.visibility = 0.5; // 0 = invisible, 1 = fully visible

// Picking
mesh.isPickable = true;
mesh.checkCollisions = true;

// Culling
mesh.cullingStrategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;

// Receive shadows
mesh.receiveShadows = true;
5. Materials

Standard Material

javascript
const material = new BABYLON.StandardMaterial('material', scene);

// Colors
material.diffuseColor = new BABYLON.Color3(1, 0, 1);
material.specularColor = new BABYLON.Color3(0.5, 0.6, 0.87);
material.emissiveColor = new BABYLON.Color3(0, 0, 0);
material.ambientColor = new BABYLON.Color3(0.23, 0.98, 0.53);

// Textures
material.diffuseTexture = new BABYLON.Texture('diffuse.png', scene);
material.specularTexture = new BABYLON.Texture('specular.png', scene);
material.emissiveTexture = new BABYLON.Texture('emissive.png', scene);
material.ambientTexture = new BABYLON.Texture('ambient.png', scene);
material.bumpTexture = new BABYLON.Texture('normal.png', scene);
material.opacityTexture = new BABYLON.Texture('opacity.png', scene);

// Properties
material.alpha = 0.8;
material.backFaceCulling = true;
material.wireframe = false;
material.specularPower = 64;

// Apply to mesh
mesh.material = material;

PBR Material (Physically Based Rendering)

javascript
const pbr = new BABYLON.PBRMaterial('pbr', scene);

// Metallic workflow
pbr.albedoColor = new BABYLON.Color3(1, 1, 1);
pbr.albedoTexture = new BABYLON.Texture('albedo.png', scene);
pbr.metallic = 1.0;
pbr.roughness = 0.5;
pbr.metallicTexture = new BABYLON.Texture('metallic.png', scene);

// Or specular workflow
pbr.albedoTexture = new BABYLON.Texture('albedo.png', scene);
pbr.reflectivityTexture = new BABYLON.Texture('reflectivity.png', scene);

// Environment
pbr.environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData('environment.dds', scene);

// Other maps
pbr.bumpTexture = new BABYLON.Texture('normal.png', scene);
pbr.ambientTexture = new BABYLON.Texture('ao.png', scene);
pbr.emissiveTexture = new BABYLON.Texture('emissive.png', scene);

mesh.material = pbr;

Multi-Materials

javascript
const multiMat = new BABYLON.MultiMaterial('multiMat', scene);
multiMat.subMaterials.push(material1);
multiMat.subMaterials.push(material2);
multiMat.subMaterials.push(material3);

mesh.material = multiMat;
mesh.subMeshes = [];
mesh.subMeshes.push(new BABYLON.SubMesh(0, 0, verticesCount, 0, indicesCount1, mesh));
mesh.subMeshes.push(new BABYLON.SubMesh(1, 0, verticesCount, indicesCount1, indicesCount2, mesh));
6. Model Loading

GLTF/GLB Import

javascript
// Append to scene
BABYLON.SceneLoader.Append('path/to/', 'model.gltf', scene, function(scene) {
  console.log('Model loaded');
});

// Import mesh
BABYLON.SceneLoader.ImportMesh('', 'path/to/', 'model.gltf', scene, function(meshes) {
  const mesh = meshes[0];
  mesh.position.y = 5;
});

// Async version
const result = await BABYLON.SceneLoader.ImportMeshAsync(
  null,  // all meshes
  'https://assets.babylonjs.com/meshes/',
  'village.glb',
  scene
);
console.log('Loaded meshes:', result.meshes);

// Load from binary
const result = await BABYLON.SceneLoader.AppendAsync(
  '',
  'data:' + arrayBuffer,
  scene
);

Asset Manager (Batch Loading)

javascript
const assetsManager = new BABYLON.AssetsManager(scene);

// Add mesh task
const meshTask = assetsManager.addMeshTask('model', '', 'path/to/', 'model.gltf');
meshTask.onSuccess = function(task) {
  task.loadedMeshes[0].position = new BABYLON.Vector3(0, 0, 0);
};

// Add texture task
const textureTask = assetsManager.addTextureTask('texture', 'texture.png');
textureTask.onSuccess = function(task) {
  material.diffuseTexture = task.texture;
};

// Load all
assetsManager.onFinish = function(tasks) {
  console.log('All assets loaded');
  engine.runRenderLoop(() => scene.render());
};

assetsManager.load();
7. Physics Engine

Havok Physics Setup

javascript
// Import Havok
import HavokPhysics from '@babylonjs/havok';

// Initialize
const havokInstance = await HavokPhysics();
const havokPlugin = new BABYLON.HavokPlugin(true, havokInstance);

// Enable physics
scene.enablePhysics(new BABYLON.Vector3(0, -9.8, 0), havokPlugin);

// Create physics aggregate for mesh
const sphereAggregate = new BABYLON.PhysicsAggregate(
  sphere,
  BABYLON.PhysicsShapeType.SPHERE,
  { mass: 1, restitution: 0.75 },
  scene
);

// Ground (static)
const groundAggregate = new BABYLON.PhysicsAggregate(
  ground,
  BABYLON.PhysicsShapeType.BOX,
  { mass: 0 }, // mass 0 = static
  scene
);

Physics Shapes

javascript
// Available shapes
BABYLON.PhysicsShapeType.SPHERE
BABYLON.PhysicsShapeType.BOX
BABYLON.PhysicsShapeType.CAPSULE
BABYLON.PhysicsShapeType.CYLINDER
BABYLON.PhysicsShapeType.CONVEX_HULL
BABYLON.PhysicsShapeType.MESH
BABYLON.PhysicsShapeType.HEIGHTFIELD

Physics Body Control

javascript
// Get body
const body = aggregate.body;

// Apply force
body.applyForce(
  new BABYLON.Vector3(0, 10, 0),    // force
  new BABYLON.Vector3(0, 0, 0)      // point of application
);

// Apply impulse
body.applyImpulse(
  new BABYLON.Vector3(0, 5, 0),
  new BABYLON.Vector3(0, 0, 0)
);

// Set velocity
body.setLinearVelocity(new BABYLON.Vector3(0, 5, 0));
body.setAngularVelocity(new BABYLON.Vector3(0, 1, 0));

// Properties
body.setMassProperties({ mass: 2 });
body.setCollisionCallbackEnabled(true);
8. Animations

Direct Animation

javascript
// Animate property
BABYLON.Animation.CreateAndStartAnimation(
  'anim',
  mesh,
  'position.y',
  30,                    // FPS
  120,                   // total frames
  mesh.position.y,       // from
  10,                    // to
  BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE
);

Animation Class

javascript
const animation = new BABYLON.Animation(
  'myAnimation',
  'position.x',
  30,
  BABYLON.Animation.ANIMATIONTYPE_FLOAT,
  BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE
);

// Keyframes
const keys = [
  { frame: 0, value: 0 },
  { frame: 30, value: 10 },
  { frame: 60, value: 0 }
];
animation.setKeys(keys);

// Attach to mesh
mesh.animations.push(animation);

// Start
scene.beginAnimation(mesh, 0, 60, true);

Animation Groups

javascript
const animationGroup = new BABYLON.AnimationGroup('group', scene);
animationGroup.addTargetedAnimation(animation1, mesh1);
animationGroup.addTargetedAnimation(animation2, mesh2);

// Control
animationGroup.play();
animationGroup.pause();
animationGroup.stop();
animationGroup.speedRatio = 2.0;

// Events
animationGroup.onAnimationEndObservable.add(() => {
  console.log('Animation complete');
});

Skeleton Animations (from imported models)

javascript
// Get skeleton from imported model
const skeleton = result.skeletons[0];

// Get animation ranges
const ranges = skeleton.getAnimationRanges();

// Play animation range
scene.beginAnimation(skeleton, 0, 100, true);

// Or use animation groups
result.animationGroups[0].play();
result.animationGroups[0].setWeightForAllAnimatables(0.5);

Common Patterns

Pattern 1: Scene Setup with Default Environment
javascript
const createScene = function() {
  const scene = new BABYLON.Scene(engine);

  // Quick setup
  scene.createDefaultCameraOrLight(true, true, true);
  const env = scene.createDefaultEnvironment({
    createGround: true,
    createSkybox: true,
    skyboxSize: 150,
    groundSize: 50
  });

  // Your meshes
  const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {diameter: 2}, scene);
  sphere.position.y = 1;

  return scene;
};
Pattern 2: Async Scene Loading
javascript
const createScene = async function() {
  const scene = new BABYLON.Scene(engine);

  const camera = new BABYLON.ArcRotateCamera('camera', 0, 0, 10, BABYLON.Vector3.Zero(), scene);
  camera.attachControl(canvas, true);

  const light = new BABYLON.HemisphericLight('light', new BABYLON.Vector3(0, 1, 0), scene);

  // Load model
  const result = await BABYLON.SceneLoader.ImportMeshAsync(
    null,
    'https://assets.babylonjs.com/meshes/',
    'village.glb',
    scene
  );

  // Setup physics
  const havokInstance = await HavokPhysics();
  const havokPlugin = new BABYLON.HavokPlugin(true, havokInstance);
  scene.enablePhysics(new BABYLON.Vector3(0, -9.8, 0), havokPlugin);

  return scene;
};

createScene().then(scene => {
  engine.runRenderLoop(() => scene.render());
});
Pattern 3: Interactive Picking
javascript
scene.onPointerDown = function(evt, pickResult) {
  if (pickResult.hit) {
    console.log('Picked mesh:', pickResult.pickedMesh.name);
    console.log('Pick point:', pickResult.pickedPoint);

    // Highlight picked mesh
    pickResult.pickedMesh.material.emissiveColor = new BABYLON.Color3(1, 0, 0);
  }
};

// Or use action manager
mesh.actionManager = new BABYLON.ActionManager(scene);
mesh.actionManager.registerAction(
  new BABYLON.ExecuteCodeAction(
    BABYLON.ActionManager.OnPickTrigger,
    function() {
      console.log('Mesh clicked');
    }
  )
);
Pattern 4: Post-Processing Effects
javascript
// Default pipeline
const pipeline = new BABYLON.DefaultRenderingPipeline('pipeline', true, scene, [camera]);
pipeline.samples = 4;
pipeline.fxaaEnabled = true;
pipeline.bloomEnabled = true;
pipeline.bloomThreshold = 0.8;
pipeline.bloomWeight = 0.5;
pipeline.bloomKernel = 64;

// Depth of field
pipeline.depthOfFieldEnabled = true;
pipeline.depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
pipeline.depthOfField.focusDistance = 2000;
pipeline.depthOfField.focalLength = 50;

// Glow layer
const glowLayer = new BABYLON.GlowLayer('glow', scene);
glowLayer.intensity = 0.5;

// Highlight layer
const highlightLayer = new BABYLON.HighlightLayer('highlight', scene);
highlightLayer.addMesh(mesh, BABYLON.Color3.Green());
Pattern 5: GUI (2D UI)
javascript
import { AdvancedDynamicTexture, Button, TextBlock, Rectangle } from '@babylonjs/gui';

// Fullscreen UI
const advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI('UI');

// Button
const button = BABYLON.GUI.Button.CreateSimpleButton('button', 'Click Me');
button.width = '150px';
button.height = '40px';
button.color = 'white';
button.background = 'green';
button.onPointerUpObservable.add(() => {
  console.log('Button clicked');
});
advancedTexture.addControl(button);

// Text
const text = new BABYLON.GUI.TextBlock();
text.text = 'Hello World';
text.color = 'white';
text.fontSize = 24;
advancedTexture.addControl(text);

// 3D mesh UI
const plane = BABYLON.MeshBuilder.CreatePlane('plane', {size: 2}, scene);
const advancedTexture3D = BABYLON.GUI.AdvancedDynamicTexture.CreateForMesh(plane);
const button3D = BABYLON.GUI.Button.CreateSimpleButton('button3D', 'Click Me');
advancedTexture3D.addControl(button3D);
Pattern 6: Shadow Mapping
javascript
const light = new BABYLON.DirectionalLight('light', new BABYLON.Vector3(-1, -2, -1), scene);
light.position = new BABYLON.Vector3(20, 40, 20);

// Create shadow generator
const shadowGenerator = new BABYLON.ShadowGenerator(1024, light);
shadowGenerator.useExponentialShadowMap = true;
shadowGenerator.usePoissonSampling = true;

// Add shadow casters
shadowGenerator.addShadowCaster(sphere);
shadowGenerator.addShadowCaster(box);

// Enable shadow receiving
ground.receiveShadows = true;
Pattern 7: Particle Systems
javascript
const particleSystem = new BABYLON.ParticleSystem('particles', 2000, scene);
particleSystem.particleTexture = new BABYLON.Texture('particle.png', scene);

// Emitter
particleSystem.emitter = new BABYLON.Vector3(0, 5, 0);
particleSystem.minEmitBox = new BABYLON.Vector3(-1, 0, 0);
particleSystem.maxEmitBox = new BABYLON.Vector3(1, 0, 0);

// Colors
particleSystem.color1 = new BABYLON.Color4(0.7, 0.8, 1.0, 1.0);
particleSystem.color2 = new BABYLON.Color4(0.2, 0.5, 1.0, 1.0);
particleSystem.colorDead = new BABYLON.Color4(0, 0, 0.2, 0.0);

// Size
particleSystem.minSize = 0.1;
particleSystem.maxSize = 0.5;

// Life time
particleSystem.minLifeTime = 0.3;
particleSystem.maxLifeTime = 1.5;

// Emission rate
particleSystem.emitRate = 1500;

// Direction
particleSystem.direction1 = new BABYLON.Vector3(-1, 8, 1);
particleSystem.direction2 = new BABYLON.Vector3(1, 8, -1);

// Gravity
particleSystem.gravity = new BABYLON.Vector3(0, -9.81, 0);

// Start
particleSystem.start();

Integration Patterns

Pattern 1: React Integration
jsx
import { useEffect, useRef } from 'react';
import * as BABYLON from '@babylonjs/core';

function BabylonScene() {
  const canvasRef = useRef(null);
  const engineRef = useRef(null);
  const sceneRef = useRef(null);

  useEffect(() => {
    if (!canvasRef.current) return;

    // Initialize
    const engine = new BABYLON.Engine(canvasRef.current, true);
    engineRef.current = engine;

    const scene = new BABYLON.Scene(engine);
    sceneRef.current = scene;

    // Setup scene
    const camera = new BABYLON.ArcRotateCamera('camera', 0, 0, 10, BABYLON.Vector3.Zero(), scene);
    camera.attachControl(canvasRef.current, true);

    const light = new BABYLON.HemisphericLight('light', new BABYLON.Vector3(0, 1, 0), scene);

    const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {diameter: 2}, scene);

    // Render loop
    engine.runRenderLoop(() => {
      scene.render();
    });

    // Resize handler
    const handleResize = () => engine.resize();
    window.addEventListener('resize', handleResize);

    // Cleanup
    return () => {
      window.removeEventListener('resize', handleResize);
      scene.dispose();
      engine.dispose();
    };
  }, []);

  return (
    <canvas
      ref={canvasRef}
      style={{ width: '100%', height: '100vh' }}
    />
  );
}
Pattern 2: WebXR (VR/AR)
javascript
const createScene = async function() {
  const scene = new BABYLON.Scene(engine);

  const camera = new BABYLON.FreeCamera('camera', new BABYLON.Vector3(0, 5, -10), scene);
  camera.attachControl(canvas, true);

  const light = new BABYLON.HemisphericLight('light', new BABYLON.Vector3(0, 1, 0), scene);

  const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {diameter: 2}, scene);
  sphere.position.y = 1;

  const env = scene.createDefaultEnvironment();

  // Enable WebXR
  const xrHelper = await scene.createDefaultXRExperienceAsync({
    floorMeshes: [env.ground],
    disableTeleportation: false
  });

  // XR controller input
  xrHelper.input.onControllerAddedObservable.add((controller) => {
    controller.onMotionControllerInitObservable.add((motionController) => {
      const trigger = motionController.getMainComponent();
      trigger.onButtonStateChangedObservable.add(() => {
        if (trigger.pressed) {
          console.log('Trigger pressed');
        }
      });
    });
  });

  return scene;
};
Pattern 3: Node Material (Visual Shader Editor)
javascript
// Create from snippet
const nodeMaterial = await BABYLON.NodeMaterial.ParseFromSnippetAsync('#SNIPPET_ID', scene);

// Apply to mesh
nodeMaterial.build();
mesh.material = nodeMaterial;

// Or create programmatically
const nodeMaterial = new BABYLON.NodeMaterial('node', scene);

const positionInput = new BABYLON.InputBlock('position');
positionInput.setAsAttribute('position');

const worldPos = new BABYLON.TransformBlock('worldPos');
nodeMaterial.addOutputNode(worldPos);

Performance Optimization

1. Mesh Optimization
javascript
// Merge meshes with same material
const merged = BABYLON.Mesh.MergeMeshes(
  [mesh1, mesh2, mesh3],
  true,  // disposeSource
  true,  // allow32BitsIndices
  undefined,
  false, // multiMultiMaterials
  true   // preserveSerializationHelper
);

// Instances (for repeated meshes)
const instance1 = mesh.createInstance('instance1');
const instance2 = mesh.createInstance('instance2');
instance1.position.x = 5;
instance2.position.x = -5;

// Thin instances (even more efficient)
const buffer = new Float32Array(16 * count); // 16 floats per matrix
mesh.thinInstanceSetBuffer('matrix', buffer, 16);

// Freeze meshes (static meshes)
mesh.freezeWorldMatrix();

// Freeze materials
material.freeze();

// Simplify meshes (LOD)
const simplified = mesh.simplify(
  [
    { quality: 0.8, distance: 10 },
    { quality: 0.4, distance: 50 },
    { quality: 0.2, distance: 100 }
  ],
  true,  // parallelProcessing
  BABYLON.SimplificationType.QUADRATIC
);
2. Scene Optimization
javascript
// Scene optimizer
const options = new BABYLON.SceneOptimizerOptions();
options.addOptimization(new BABYLON.HardwareScalingOptimization(0, 1));
options.addOptimization(new BABYLON.ShadowsOptimization(1));
options.addOptimization(new BABYLON.PostProcessesOptimization(2));
options.addOptimization(new BABYLON.LensFlaresOptimization(3));
options.addOptimization(new BABYLON.ParticlesOptimization(4));
options.addOptimization(new BABYLON.TextureOptimization(5, 512));
options.addOptimization(new BABYLON.RenderTargetsOptimization(6));
options.addOptimization(new BABYLON.MergeMeshesOptimization(7));

const optimizer = new BABYLON.SceneOptimizer(scene, options);
optimizer.start();

// Octree (spatial partitioning)
const octree = scene.createOrUpdateSelectionOctree();

// Frustum culling
scene.blockMaterialDirtyMechanism = true;

// Skip pointer move picking
scene.skipPointerMovePicking = true;

// Freeze active meshes
scene.freezeActiveMeshes();
3. Rendering Optimization
javascript
// Hardware scaling
engine.setHardwareScalingLevel(0.5); // Render at half resolution

// Adaptive quality
scene.onBeforeRenderObservable.add(() => {
  const fps = engine.getFps();
  if (fps < 30) {
    // Reduce quality
    engine.setHardwareScalingLevel(2);
  } else if (fps > 55) {
    // Increase quality
    engine.setHardwareScalingLevel(1);
  }
});

// Incremental loading
scene.useDelayedTextureLoading = true;

// Culling strategy
mesh.cullingStrategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;
4. Texture Optimization
javascript
// Compressed textures
const texture = new BABYLON.Texture('texture.dds', scene);

// Mipmaps
texture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);

// Anisotropic filtering
texture.anisotropicFilteringLevel = 4;

// KTX2 compression
const texture = new BABYLON.Texture('texture.ktx2', scene);

Common Pitfalls

Pitfall 1: Memory Leaks

Problem: Not disposing resources

javascript
// ❌ Bad - memory leak
function createAndRemoveMesh() {
  const mesh = BABYLON.MeshBuilder.CreateBox('box', {}, scene);
  scene.removeMesh(mesh);
}

Solution: Properly dispose

javascript
// ✅ Good
function createAndRemoveMesh() {
  const mesh = BABYLON.MeshBuilder.CreateBox('box', {}, scene);
  mesh.dispose();
}

// Dispose entire scene
scene.dispose();

// Dispose engine
engine.dispose();
Pitfall 2: Performance Issues with Too Many Draw Calls

Problem: Each mesh = one draw call

javascript
// ❌ Bad - 1000 draw calls
for (let i = 0; i < 1000; i++) {
  const box = BABYLON.MeshBuilder.CreateBox('box' + i, {}, scene);
  box.position.x = i;
}

Solution: Use instances or merge

javascript
// ✅ Good - 1 draw call
const box = BABYLON.MeshBuilder.CreateBox('box', {}, scene);
for (let i = 0; i < 1000; i++) {
  const instance = box.createInstance('instance' + i);
  instance.position.x = i;
}
Pitfall 3: Blocking the Main Thread

Problem: Heavy computations blocking render

javascript
// ❌ Bad - blocks rendering
function createManyMeshes() {
  for (let i = 0; i < 10000; i++) {
    const mesh = BABYLON.MeshBuilder.CreateSphere('sphere' + i, {}, scene);
  }
}

Solution: Use async/incremental loading

javascript
// ✅ Good - incremental
async function createManyMeshes() {
  for (let i = 0; i < 10000; i++) {
    const mesh = BABYLON.MeshBuilder.CreateSphere('sphere' + i, {}, scene);

    if (i % 100 === 0) {
      await new Promise(resolve => setTimeout(resolve, 0));
    }
  }
}
Pitfall 4: Incorrect Camera Controls

Problem: Camera not responding

javascript
// ❌ Bad - forgot attachControl
const camera = new BABYLON.ArcRotateCamera('camera', 0, 0, 10, BABYLON.Vector3.Zero(), scene);

Solution: Always attach controls

javascript
// ✅ Good
const camera = new BABYLON.ArcRotateCamera('camera', 0, 0, 10, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
Pitfall 5: Not Handling Async Operations

Problem: Using scene before it's ready

javascript
// ❌ Bad
BABYLON.SceneLoader.ImportMesh('', 'path/', 'model.gltf', scene);
const mesh = scene.getMeshByName('meshName'); // null!

Solution: Use callbacks or async/await

javascript
// ✅ Good
const result = await BABYLON.SceneLoader.ImportMeshAsync('', 'path/', 'model.gltf', scene);
const mesh = scene.getMeshByName('meshName');

// Or with callback
BABYLON.SceneLoader.ImportMesh('', 'path/', 'model.gltf', scene, function(meshes) {
  const mesh = meshes[0];
});
Pitfall 6: Physics Not Working

Problem: Forgot to enable physics or create aggregates

javascript
// ❌ Bad
const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {}, scene);
sphere.physicsImpostor = new BABYLON.PhysicsImpostor(sphere, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 1}, scene);
// Error: Physics not enabled!

Solution: Enable physics first, use aggregates

javascript
// ✅ Good
const havokInstance = await HavokPhysics();
const havokPlugin = new BABYLON.HavokPlugin(true, havokInstance);
scene.enablePhysics(new BABYLON.Vector3(0, -9.8, 0), havokPlugin);

const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {}, scene);
const aggregate = new BABYLON.PhysicsAggregate(
  sphere,
  BABYLON.PhysicsShapeType.SPHERE,
  {mass: 1},
  scene
);

Advanced Topics

1. Custom Shaders
javascript
BABYLON.Effect.ShadersStore['customVertexShader'] = `
  precision highp float;
  attribute vec3 position;
  attribute vec2 uv;
  uniform mat4 worldViewProjection;
  varying vec2 vUV;

  void main(void) {
    gl_Position = worldViewProjection * vec4(position, 1.0);
    vUV = uv;
  }
`;

BABYLON.Effect.ShadersStore['customFragmentShader'] = `
  precision highp float;
  varying vec2 vUV;
  uniform sampler2D textureSampler;

  void main(void) {
    gl_FragColor = texture2D(textureSampler, vUV);
  }
`;

const shaderMaterial = new BABYLON.ShaderMaterial('shader', scene, {
  vertex: 'custom',
  fragment: 'custom'
}, {
  attributes: ['position', 'uv'],
  uniforms: ['worldViewProjection']
});
2. Compute Shaders
javascript
const computeShader = new BABYLON.ComputeShader('compute', engine, {
  computeSource: `
    #version 450
    layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
    layout(std430, binding = 0) buffer OutputBuffer { vec4 data[]; } outputBuffer;

    void main() {
      uint index = gl_GlobalInvocationID.x + gl_GlobalInvocationID.y * 8u;
      outputBuffer.data[index] = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `
});
3. Procedural Textures
javascript
const noiseTexture = new BABYLON.NoiseProceduralTexture('noise', 256, scene);
noiseTexture.octaves = 4;
noiseTexture.persistence = 0.8;
noiseTexture.animationSpeedFactor = 5;

material.emissiveTexture = noiseTexture;

Debugging

javascript
// Show inspector
scene.debugLayer.show();

// Show bounding boxes
scene.forceShowBoundingBoxes = true;

// Show wireframes
material.wireframe = true;

// Log FPS
setInterval(() => {
  console.log('FPS:', engine.getFps());
}, 1000);

// Instrumentation
const instrumentation = new BABYLON.SceneInstrumentation(scene);
instrumentation.captureFrameTime = true;
console.log('Frame time:', instrumentation.frameTimeCounter.average);

Resources

Version Notes

This skill is based on Babylon.js 7.x. For latest features, consult the official documentation.

© freshtechbro, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 10 other files (scripts, references, assets) in .claude/skills/babylonjs-engine of freshtechbro/claudedesignskills.

  • SKILL.md
  • assets/examples/README.md
  • assets/starter_babylon/README.md
  • assets/starter_babylon/index.html
  • assets/starter_babylon/package.json
  • assets/starter_babylon/src/main.js
  • assets/starter_babylon/src/style.css
  • assets/starter_babylon/vite.config.js
  • references/api_reference.md
  • scripts/mesh_builder.py
  • scripts/scene_generator.py

Open the folder on GitHubat commit 1da73fe

Compare with similar skills

Babylonjs Engine next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Babylonjs Engine compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Babylonjs Engine this skillfreshtechbro/claudedesignskills986—~7.8kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Threejs World Generationcalesthio/OpenMontage65k—~2kAutomated safety check: PassAGPL-3.0

Similar skills

  • Image to Three.js Model

    img2threejs/img2threejs

    Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.

    18k GitHub starsUsed in 1 repo~8.2k tokens
    Game DevelopmentAuto-check passed
  • Web Clone

    Jane-xiaoer/claude-skill-web-clone

    网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…

    1k GitHub starsUsed in 1 repo~2.7k tokens
    Game DevelopmentAuto-check passed
  • Threejs Game Director

    majidmanzarpour/threejs-game-skills

    Entrypoint for building, upgrading, and finishing Three.js browser games.

    2.4k GitHub stars~2.2k tokensUpdated 10 days ago
    Game DevelopmentAuto-check passed
  • Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…

    1.2k GitHub starsUsed in 1 repo~1.4k tokens
    Game DevelopmentAuto-check passed
  • Threejs World Generation

    calesthio/OpenMontage

    Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.

    65k GitHub stars~2k tokensUpdated 4 days ago
    Game DevelopmentAuto-check passed
  • 3Dviz Pro Max Scene Builder

    viettranx/3dviz-pro-max

    Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.

    675 GitHub stars~2.8k tokensUpdated 27 days ago
    Game DevelopmentAuto-check passed

More from freshtechbro/claudedesignskills

All 19 skills in this repo
  • Anime.js Animation Guide

    freshtechbro/claudedesignskills

    Guides use of Anime.js for timeline sequences, stagger effects, SVG morphing and keyframe animation on DOM elements, CSS, SVG and JavaScript objects.

    986 GitHub stars~2.7k tokensUpdated 10 mo ago
    Auto-check passed
  • Barba.js Page Transitions

    freshtechbro/claudedesignskills

    Adds animated page transitions to multi-page sites with Barba.js, covering the wrapper and container markup, lifecycle hooks, views and GSAP integration.

    986 GitHub stars~4.9k tokensUpdated 10 mo ago
    Auto-check passed
  • Blender Web Export Pipeline

    freshtechbro/claudedesignskills

    Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.

    986 GitHub stars~4.2k tokensUpdated 10 mo ago
    Auto-check passed
  • GSAP and ScrollTrigger

    freshtechbro/claudedesignskills

    Covers GSAP tweens and timelines and the ScrollTrigger plugin for scroll-driven animation, including pinning, scrubbing, parallax and horizontal scroll sections.

    986 GitHub stars~4.3k tokensUpdated 10 mo ago
    Auto-check passed
  • Locomotive Scroll

    freshtechbro/claudedesignskills

    A guide to the Locomotive Scroll library for smooth scrolling, parallax, viewport detection, sticky elements and GSAP ScrollTrigger integration.

    986 GitHub stars~3.1k tokensUpdated 10 mo ago
    Auto-check passed
  • Lottie Animation Integration

    freshtechbro/claudedesignskills

    Implements After Effects Lottie animations in web and React apps: picking JSON or dotLottie format, a rendering library, and a data source, with an optimizer script.

    986 GitHub stars~4.5k tokensUpdated 10 mo ago
    Auto-check passed

Works with

Questions about Babylonjs Engine

What does Babylonjs Engine do?

Comprehensive skill for Babylon.js 3D web rendering engine. An agent skill from freshtechbro/claudedesignskills. Babylonjs Engine is an agent skill from freshtechbro/claudedesignskills.js 3D web rendering engine.

When should I use Babylonjs Engine?

Babylonjs Engine fits situations like: building real-time 3D experiences; browser-based games; interactive visualizations; immersive web applications.

How do I install Babylonjs Engine in Claude Code?

Run `npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a claude-code`. Or copy the skill folder (.claude/skills/babylonjs-engine in freshtechbro/claudedesignskills) into .claude/skills/babylonjs-engine in your project. Claude Code loads it when a task matches its description.

How do I install Babylonjs Engine in Codex?

Run `npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a codex`. Or copy the skill folder (.claude/skills/babylonjs-engine in freshtechbro/claudedesignskills) into .agents/skills/babylonjs-engine in your project. Codex loads it when a task matches its description.

Can I use Babylonjs Engine in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add freshtechbro/claudedesignskills --skill babylonjs-engine -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/babylonjs-engine, .gemini/skills/babylonjs-engine, .github/skills/babylonjs-engine and .opencode/skills/babylonjs-engine in your project.

What does Babylonjs Engine need to run?

Going by SKILL.md and its folder, Babylonjs Engine needs JavaScript and Python for the scripts in its folder. Our summary lists: Python 3; Node.js.

Does Babylonjs Engine access the network?

SKILL.md names 5 domains. In commands or code: assets.babylonjs.com; the agent is likely to contact it when it follows the instructions. As links in the text: doc.babylonjs.com, playground.babylonjs.com, forum.babylonjs.com and npmjs.com. This is read from the text; nothing was executed.

Is Babylonjs Engine safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Babylonjs Engine use?

Babylonjs Engine is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Babylonjs Engine use?

About 7.8k tokens (SKILL.md is roughly 31k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 10k tokens, read only when the agent opens those files.

What are the alternatives to Babylonjs Engine?

Skills that share tags, products or a category with Babylonjs Engine: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Babylonjs Engine?

freshtechbro (a GitHub user) maintains it in freshtechbro/claudedesignskills, which has 986 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on November 20, 2025.

Source: freshtechbro/claudedesignskills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.