Agent skill

Threejs Webgl

by freshtechbro in freshtechbro/claudedesignskills

Comprehensive skill for Three.js 3D web development. An agent skill from freshtechbro/claudedesignskills.

MITAuto-check passedGame Development

Install Threejs Webgl

skills CLI
$ npx skills add freshtechbro/claudedesignskills --skill threejs-webgl -a claude-code

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

GitHub CLI
$ gh skill install freshtechbro/claudedesignskills threejs-webgl --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/threejs-webgl .claude/skills/threejs-webgl && 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
threejs-webgl
GitHub stars
986
Token cost
~3.9k tokens
SKILL.md length
549 words
Files
8 (incl. scripts, references, assets)
Skills in repo
19
Repo updated
First seen
Licence
MIT

At a glance

Comprehensive skill for Three.js 3D web development. An agent skill from freshtechbro/claudedesignskills.

  • Works in 12 steps: Creating Meshes with Materials → Lighting Strategies → Instanced Geometry (Performance) → …
  • Building interactive 3D scenes
  • SKILL.md covers Overview, Core Concepts, Quick Start Pattern and Common Patterns, plus 3 more sections
  • Runs JavaScript and Python scripts from its folder

What it does

Threejs Webgl is an agent skill from freshtechbro/claudedesignskills. Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.

Its SKILL.md is about 3.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 11 other files, including scripts, reference files and assets (for example `assets/starter_scene/README.md`, `assets/starter_scene/main.js` and `references/api_reference.md`).

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 interactive 3D scenes
  • WebGL/WebGPU applications
  • Product configurators
  • 3D visualizations

Example prompts

  • “/threejs-webgl”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Creating Meshes with Materials
  2. Lighting Strategies
  3. Instanced Geometry (Performance)
  4. Loading 3D Models (glTF)
  5. Shadow Configuration
  6. Raycasting (Interaction)
  7. Geometry Reuse
  8. Use InstancedMesh for Repeated Objects
  9. Texture Optimization
  10. Level of Detail (LOD)
  11. Frustum Culling
  12. Dispose Resources

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 1 file 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

    No URLs in SKILL.md.

    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

Threejs Webgl loads about 3.9k tokens when it runs, and up to ~12k if it reads all its reference files. Until then it costs about 91 tokens; SKILL.md has 549 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~91
When it runs · the whole SKILL.md, loaded when a task matches
~3.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~12k

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). 549 words, ~3,916 tokens.

Download SKILL.mdSave it as .claude/skills/threejs-webgl/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.
name
threejs-webgl
description
Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.

Three.js WebGL/WebGPU Development

Overview

Three.js is the industry-standard JavaScript library for creating 3D graphics in web browsers using WebGL and WebGPU. This skill provides comprehensive guidance for building performant, interactive 3D experiences including scenes, cameras, renderers, geometries, materials, lights, textures, and animations.

Core Concepts

Scene Graph Architecture

Three.js uses a hierarchical scene graph where all 3D objects are organized in a tree structure:

javascript
Scene
├── Camera
├── Lights
│   ├── AmbientLight
│   ├── DirectionalLight
│   └── PointLight
├── Meshes
│   ├── Mesh (Geometry + Material)
│   └── InstancedMesh
└── Groups
Essential Components

Every Three.js application requires these core elements:

  1. Scene: Container for all 3D objects
  2. Camera: Defines the viewing perspective
  3. Renderer: Draws the scene to canvas (WebGL or WebGPU)
  4. Geometry: Defines the shape of objects
  5. Material: Defines the surface appearance
  6. Mesh: Combines geometry and material

Quick Start Pattern

Basic Scene Setup
javascript
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

// Scene, Camera, Renderer
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x333333);

const camera = new THREE.PerspectiveCamera(
  75, // FOV
  window.innerWidth / window.innerHeight, // Aspect ratio
  0.1, // Near clipping plane
  1000 // Far clipping plane
);
camera.position.set(0, 2, 5);

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);

// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);

const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
scene.add(directionalLight);

// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;

// Animation Loop
function animate() {
  requestAnimationFrame(animate);
  controls.update();
  renderer.render(scene, camera);
}

animate();

// Handle Resize
window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});
WebGPU Setup (Modern Alternative)
javascript
import * as THREE from 'three/webgpu';

const renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);

Common Patterns

1. Creating Meshes with Materials
javascript
// Basic Mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({
  color: 0x00ff00,
  roughness: 0.5,
  metalness: 0.5
});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);

// Textured Mesh
const loader = new THREE.TextureLoader();
const texture = loader.load('texture.jpg');
texture.colorSpace = THREE.SRGBColorSpace;

const texturedMaterial = new THREE.MeshStandardMaterial({
  map: texture
});
const mesh = new THREE.Mesh(geometry, texturedMaterial);
scene.add(mesh);
2. Lighting Strategies
javascript
// Three-Point Lighting Setup
function setupThreePointLight(scene) {
  // Key Light (Main)
  const keyLight = new THREE.DirectionalLight(0xffffff, 3);
  keyLight.position.set(5, 10, 7.5);
  keyLight.castShadow = true;
  scene.add(keyLight);

  // Fill Light (Softens shadows)
  const fillLight = new THREE.DirectionalLight(0xffffff, 1);
  fillLight.position.set(-5, 5, -5);
  scene.add(fillLight);

  // Rim Light (Edge definition)
  const rimLight = new THREE.DirectionalLight(0xffffff, 0.5);
  rimLight.position.set(0, 5, -10);
  scene.add(rimLight);

  // Ambient (Base illumination)
  const ambient = new THREE.AmbientLight(0x404040, 0.5);
  scene.add(ambient);
}

// Physical Light (Realistic)
const bulbLight = new THREE.PointLight(0xffee88, 1, 100, 2);
bulbLight.power = 1700; // Lumens (100W bulb equivalent)
bulbLight.castShadow = true;
scene.add(bulbLight);

// Hemisphere Light (Sky + Ground)
const hemiLight = new THREE.HemisphereLight(
  0xddeeff, // Sky color
  0x0f0e0d, // Ground color
  0.02
);
scene.add(hemiLight);
3. Instanced Geometry (Performance)
javascript
// For rendering thousands of similar objects efficiently
const geometry = new THREE.SphereGeometry(0.1, 16, 16);
const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
const instancedMesh = new THREE.InstancedMesh(geometry, material, 1000);

const matrix = new THREE.Matrix4();
const color = new THREE.Color();

for (let i = 0; i < 1000; i++) {
  matrix.setPosition(
    Math.random() * 10 - 5,
    Math.random() * 10 - 5,
    Math.random() * 10 - 5
  );
  instancedMesh.setMatrixAt(i, matrix);
  instancedMesh.setColorAt(i, color.setHex(Math.random() * 0xffffff));
}

instancedMesh.instanceMatrix.needsUpdate = true;
scene.add(instancedMesh);
4. Loading 3D Models (glTF)
javascript
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';

// Setup loaders
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('/draco/');

const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(dracoLoader);

// Load model
gltfLoader.load('model.glb', (gltf) => {
  const model = gltf.scene;

  // Enable shadows
  model.traverse((child) => {
    if (child.isMesh) {
      child.castShadow = true;
      child.receiveShadow = true;
    }
  });

  scene.add(model);

  // Handle animations
  if (gltf.animations.length > 0) {
    const mixer = new THREE.AnimationMixer(model);
    const action = mixer.clipAction(gltf.animations[0]);
    action.play();

    // In animation loop:
    // mixer.update(deltaTime);
  }
});
5. Shadow Configuration
javascript
// Enable shadows on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // or VSMShadowMap

// Configure light shadows
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
directionalLight.shadow.camera.left = -10;
directionalLight.shadow.camera.right = 10;
directionalLight.shadow.camera.top = 10;
directionalLight.shadow.camera.bottom = -10;
directionalLight.shadow.radius = 4;
directionalLight.shadow.blurSamples = 8;

// Objects casting/receiving shadows
mesh.castShadow = true;
mesh.receiveShadow = true;
6. Raycasting (Interaction)
javascript
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();

function onMouseClick(event) {
  mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
  mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;

  raycaster.setFromCamera(mouse, camera);
  const intersects = raycaster.intersectObjects(scene.children, true);

  if (intersects.length > 0) {
    const object = intersects[0].object;
    object.material.color.set(0xff0000);
  }
}

window.addEventListener('click', onMouseClick);

Integration Patterns

With GSAP for Animation
javascript
import gsap from 'gsap';

// Animate camera
gsap.to(camera.position, {
  x: 5,
  y: 3,
  z: 10,
  duration: 2,
  ease: "power2.inOut",
  onUpdate: () => {
    camera.lookAt(scene.position);
  }
});

// Animate mesh properties
gsap.to(mesh.rotation, {
  y: Math.PI * 2,
  duration: 3,
  repeat: -1,
  ease: "none"
});
With React (see react-three-fiber skill)
javascript
// Three.js integrates naturally with React Three Fiber
// Use the react-three-fiber skill for React integration patterns
With Post-Processing
javascript
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';

const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));

const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  1.5, // strength
  0.4, // radius
  0.85 // threshold
);
composer.addPass(bloomPass);

// In animation loop:
composer.render();

Performance Optimization

1. Geometry Reuse
javascript
// Bad: Creates new geometry for each mesh
for (let i = 0; i < 100; i++) {
  const geometry = new THREE.BoxGeometry(1, 1, 1);
  const mesh = new THREE.Mesh(geometry, material);
  scene.add(mesh);
}

// Good: Reuse geometry
const sharedGeometry = new THREE.BoxGeometry(1, 1, 1);
for (let i = 0; i < 100; i++) {
  const mesh = new THREE.Mesh(sharedGeometry, material);
  scene.add(mesh);
}
2. Use InstancedMesh for Repeated Objects

For hundreds/thousands of identical objects, use InstancedMesh (see pattern above).

3. Texture Optimization
javascript
// Compress textures
texture.generateMipmaps = true;
texture.minFilter = THREE.LinearMipmapLinearFilter;
texture.magFilter = THREE.LinearFilter;

// Use power-of-two dimensions (512, 1024, 2048)
// Consider texture atlases for multiple small textures
4. Level of Detail (LOD)
javascript
const lod = new THREE.LOD();
lod.addLevel(highDetailMesh, 0);    // 0-50 units
lod.addLevel(mediumDetailMesh, 50);  // 50-100 units
lod.addLevel(lowDetailMesh, 100);    // 100+ units
scene.add(lod);
5. Frustum Culling

Three.js automatically culls objects outside the camera's view. Ensure objects have correct bounding spheres:

javascript
mesh.geometry.computeBoundingSphere();
6. Dispose Resources
javascript
function disposeScene() {
  scene.traverse((object) => {
    if (object.geometry) object.geometry.dispose();
    if (object.material) {
      if (Array.isArray(object.material)) {
        object.material.forEach(material => material.dispose());
      } else {
        object.material.dispose();
      }
    }
  });
  renderer.dispose();
}

Best Practices

1. Use Animation Clocks for Consistent Timing
javascript
const clock = new THREE.Clock();

function animate() {
  const deltaTime = clock.getDelta();
  const elapsedTime = clock.getElapsedTime();

  // Use deltaTime for frame-independent animations
  mesh.rotation.y += deltaTime * Math.PI * 0.5; // 90° per second

  renderer.render(scene, camera);
}
2. Camera Setup Guidelines
  • FOV: 45-75° for most applications
  • Near plane: As far as possible (avoid z-fighting)
  • Far plane: As close as possible (precision)
  • Aspect ratio: Always match canvas dimensions
3. Material Selection
  • MeshBasicMaterial: Unlit, flat colors (debugging, UI)
  • MeshLambertMaterial: Cheap diffuse lighting (mobile)
  • MeshPhongMaterial: Specular highlights (older standard)
  • MeshStandardMaterial: PBR, realistic (recommended)
  • MeshPhysicalMaterial: Advanced PBR (clearcoat, transmission)
4. Coordinate System
  • Three.js uses right-handed coordinate system
  • +Y is up, +Z is toward camera, +X is right
  • Rotations use radians (Math.PI = 180°)
5. Scene Organization
javascript
// Group related objects
const building = new THREE.Group();
building.add(walls, roof, windows);
scene.add(building);

// Use meaningful names
mesh.name = 'player-character';
const found = scene.getObjectByName('player-character');

Common Pitfalls

1. Not Updating Aspect Ratio on Resize

Always update camera aspect ratio and projection matrix when window resizes.

2. Creating New Objects in Animation Loop
javascript
// Bad: Memory leak
function animate() {
  const geometry = new THREE.BoxGeometry(); // Created every frame!
  // ...
}

// Good: Create once outside loop
const geometry = new THREE.BoxGeometry();
function animate() {
  // Reuse geometry
}
Show full SKILL.md (218 more words)Show less
3. Forgetting to Enable Shadows

Remember to enable shadows on renderer, lights, and objects.

4. Z-Fighting (Flickering)
  • Increase near plane distance
  • Decrease far plane distance
  • Avoid overlapping coplanar surfaces
  • Use material.polygonOffset = true with material.polygonOffsetFactor
5. Color Space Issues
javascript
// Always set color space for textures
texture.colorSpace = THREE.SRGBColorSpace;

// Set renderer output encoding
renderer.outputColorSpace = THREE.SRGBColorSpace;
6. Not Disposing Resources

Always call .dispose() on geometries, materials, textures, and renderers when no longer needed.

Resources

This skill includes bundled resources to accelerate Three.js development:

references/
  • api_reference.md: Quick API reference for core classes (Scene, Camera, Renderer, etc.)
  • materials_guide.md: Comprehensive material types and properties
  • optimization_checklist.md: Performance optimization strategies
scripts/
  • setup_scene.py: Generate boilerplate Three.js scene setup code
  • texture_optimizer.py: Batch optimize textures for web (resize, compress)
  • gltf_validator.py: Validate glTF models before use
assets/
  • starter_scene/: Complete HTML/JS boilerplate project
  • shaders/: Custom GLSL shader examples (vertex, fragment)
  • hdri/: Environment maps for PBR lighting
  • draco/: DRACO decoder for compressed models

Advanced Topics

Custom Shaders (GLSL)
javascript
const material = new THREE.ShaderMaterial({
  uniforms: {
    uTime: { value: 0.0 },
    uColor: { value: new THREE.Color(0x00ff00) }
  },
  vertexShader: `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform float uTime;
    uniform vec3 uColor;
    varying vec2 vUv;
    void main() {
      gl_FragColor = vec4(uColor * vUv.x, 1.0);
    }
  `
});
Render Targets (Render-to-Texture)
javascript
const renderTarget = new THREE.WebGLRenderTarget(512, 512);

// Render scene to texture
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null);

// Use texture
const material = new THREE.MeshBasicMaterial({
  map: renderTarget.texture
});
GPU Computation (GPGPU)

Use GPUComputationRenderer for particle simulations, cloth physics, etc.

When to Use This Skill

Use this skill when:

  • Building interactive 3D web experiences
  • Creating product configurators or visualizers
  • Implementing WebGL/WebGPU rendering
  • Working with 3D models, scenes, or animations
  • Optimizing Three.js performance
  • Integrating Three.js with other libraries (GSAP, React, etc.)
  • Debugging Three.js rendering issues

For React integration, use the react-three-fiber skill. For animation, combine with the gsap-scrolltrigger skill. For UI animations, use the motion-framer skill.

© 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 7 other files (scripts, references, assets) in .claude/skills/threejs-webgl of freshtechbro/claudedesignskills.

  • SKILL.md
  • assets/starter_scene/README.md
  • assets/starter_scene/index.html
  • assets/starter_scene/main.js
  • references/api_reference.md
  • references/materials_guide.md
  • references/optimization_checklist.md
  • scripts/setup_scene.py

Open the folder on GitHubat commit 1da73fe

Compare with similar skills

Threejs Webgl 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.

Threejs Webgl compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Threejs Webgl this skillfreshtechbro/claudedesignskills986—~3.9kAutomated safety check: PassMIT
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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

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  • 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
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Questions about Threejs Webgl

What does Threejs Webgl do?

Comprehensive skill for Three.js 3D web development. An agent skill from freshtechbro/claudedesignskills. Threejs Webgl is an agent skill from freshtechbro/claudedesignskills.js 3D web development.

When should I use Threejs Webgl?

Threejs Webgl fits situations like: building interactive 3D scenes; webGL/WebGPU applications; product configurators; 3D visualizations.

How do I install Threejs Webgl in Claude Code?

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

How do I install Threejs Webgl in Codex?

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

Can I use Threejs Webgl 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 threejs-webgl -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/threejs-webgl, .gemini/skills/threejs-webgl, .github/skills/threejs-webgl and .opencode/skills/threejs-webgl in your project.

What does Threejs Webgl need to run?

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

Does Threejs Webgl access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Threejs Webgl 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 Threejs Webgl use?

Threejs Webgl 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 Threejs Webgl use?

About 3.9k tokens (SKILL.md is roughly 16k 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 8.1k tokens, read only when the agent opens those files.

What are the alternatives to Threejs Webgl?

Skills that share tags, products or a category with Threejs Webgl: 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 Threejs Webgl?

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.