Agent skill

Threejs Weather

by nirholas in nirholas/three.ws

Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder…

Apache-2.0Auto-check passedGame Development

Install Threejs Weather

skills CLI
$ npx skills add nirholas/three.ws --skill threejs-weather -a claude-code

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

GitHub CLI
$ gh skill install nirholas/three.ws threejs-weather --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/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/threejs-weather .claude/skills/threejs-weather && 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-weather
GitHub stars
227
Used in
1 other repo
Token cost
~2k tokens
SKILL.md length
912 words
Files
6
Skills in repo
92
Repo updated
First seen
Licence
Apache-2.0

At a glance

Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder…

  • Scene atmosphere
  • SKILL.md covers Anchor the volume in the frustum, Float32BufferAttribute copies…, Density is a draw range, not a… and A storm is the rain leaned on, plus 7 more sections
  • Runs JavaScript scripts from its folder
  • Seasonal states

What it does

Threejs Weather is an agent skill from nirholas/three.ws. Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam. Use for scene atmosphere, seasonal states, hero backdrops, or any world where clear/rain/storm/snow needs to be a control the viewer can turn.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files (for example `agents/openai.yaml`, `demo/PROMPT.md` and `demo/assets/three.min.js`).

It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: Open-source platform for 3D AI agents. Turn text or a photo into a rigged, animated GLB avatar, give it an LLM brain, memory and a wallet, and embed it anywhere with one web… The licence is Apache-2.0.

When your agent uses it

  • Scene atmosphere
  • Seasonal states
  • Any world where clear/rain/storm/snow needs to be a control the viewer can turn

Example prompts

  • “/threejs-weather”

Requirements

  • Python 3
  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit ddf6e49. 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 script files (JavaScript), 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 Weather loads about 2k tokens when it runs. Until then it costs about 134 tokens; SKILL.md has 912 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~134
When it runs · the whole SKILL.md, loaded when a task matches
~2k

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from nirholas/three.ws at commit ddf6e49, republished under its Apache-2.0 licence (© nirholas). 912 words, ~1,976 tokens.

Download SKILL.mdSave it as .claude/skills/threejs-weather/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
threejs-weather
description
Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam. Use for scene atmosphere, seasonal states, hero backdrops, or any world where clear/rain/storm/snow needs to be a control the viewer can turn.

Three.js Weather

Weather fails in two ways: the particles miss the camera entirely, or every state is a separate system that shares nothing. Both are avoidable.

Pairs with threejs-landscape for the ground it falls on, and threejs-towers for something to fall against.

Anchor the volume in the frustum

The first version of any rain system puts a world-sized box of particles around the origin and looks empty. With a long lens the camera sees a narrow cone, so almost every drop is off-camera.

Build a small volume and carry it in front of the camera, facing the way the camera faces:

js
const WX_W = 17, WX_D = 50, WX_TOP = 40;         // narrow, deep, tall
function anchor(o) {
  const fx = -Math.sin(camAz), fz = -Math.cos(camAz);
  o.position.set(cam.position.x + fx * 46, 0, cam.position.z + fz * 46);
  o.rotation.y = camAz;
}

Set frustumCulled = false on it — you are moving it every frame and the bounding sphere will fight you.

Float32BufferAttribute copies your array

This one costs an afternoon. The attribute takes a copy of whatever you hand it, so the array you kept a reference to is not the one the GPU reads:

js
const attr = new THREE.Float32BufferAttribute(pos, 3);
attr.setUsage(THREE.DynamicDrawUsage);
geo.setAttribute('position', attr);
return { pts, pos: attr.array, n };              // keep the attribute's array

Symptom: everything is correct, nothing moves, no error anywhere.

Density is a draw range, not a new buffer

Allocate the worst case once — a full storm, a full blizzard — and thin it by drawing less:

js
RAIN.geo.setDrawRange(0, Math.round(RAIN.n * density));

A storm then costs no more memory than drizzle; it just stops hiding most of the drops. Reallocating buffers when weather changes causes a hitch exactly when the viewer is watching.

A storm is the rain leaned on

Do not write a second particle system. Take the rain state and push every dial:

rainstorm
drops drawn60% of pool100%
fall speed×1.0×1.42
slant2.4scales with speed²
sun30%14%
fog far×0.52×0.38

Slant should grow faster than speed — slant = base * v * v — because that is what sells wind rather than "rain, but quicker".

Lightning is its own light

Do not modify the time-of-day state to flash. Add a light nobody else touches, so a strike can flash over whatever the sky happens to be doing:

js
const bolt = new THREE.DirectionalLight(0xe8eeff, 0);

One strike is several flashes — a leader and two or three return strokes — each an exponential decay:

js
function strike() {
  const near = Math.random();                    // 0 distant … 1 close
  const s = 0.42 + near * 0.58;
  pulses = [{ t: 0, a: s }];
  let tt = 0;
  for (let i = 0, n = 1 + (Math.random() * 2.6 | 0); i < n; i++) {
    tt += 0.05 + Math.random() * 0.14;
    pulses.push({ t: tt, a: s * (0.30 + Math.random() * 0.65) });
  }
  setTimeout(() => sfx(near > 0.5 ? 'thunder_near' : 'thunder_far',
                      { gain: 0.30 + near * 0.60 }),
             (0.32 + (1 - near) * 2.7) * 1000);  // sound arrives late
}
function step(dt) {
  let v = 0;
  for (const p of pulses) if (age >= p.t) v += p.a * Math.exp(-(age - p.t) / 0.085);
  bolt.intensity = v * 3.2;
  skyMat.color.setScalar(1 + v * 0.80);          // multiplies the sky map
  flashEl.style.opacity = (v * 0.15).toFixed(3);
}

Two details do most of the work. Thunder is delayed by distance and quieter the longer it takes — that single correlation is what makes a strike feel far away. And the DOM flash belongs under the type, not over it: a full-screen white overlay above your typography washes the page out, so put it directly above the canvas and keep it under about 0.18 opacity.

Reposition the light on every strike. A flash that always comes from the same side stops reading after the second one.

A blizzard is a slow envelope, not a state

Snow does not fall at one rate forever. Run a cycle — calm, build, blow, ease — and modulate the snow state with it:

js
const BLIZ = [12, 6, 15, 8];                     // seconds
function blizzardAt(t) {
  let u = t % TOTAL; if (u < 0) u += TOTAL;
  if (u < BLIZ[0]) return 0;
  ...                                            // smoothstep in, hold, out
}

During the blow, open the flake pool, thicken the flakes, drive them sideways and pull the fog in. Reset the phase clock to zero when you leave the snow state, or arriving in snow drops you into the middle of a whiteout — a negative start offset wraps into the wrong phase and looks like a bug you cannot find.

Show full SKILL.md (401 more words)Show less

Falling snow and settled snow are two variables

The one people forget. Track what has already landed on its own slow timer, rising while snow falls and melting back when the weather turns:

js
snowPack += (target - snowPack) * (target > snowPack ? dt / 24 : dt / 13);

Then let it keep whitening the ground, the stones and the grass for as long as it falls. Arriving in snow and standing in it for a minute should not look the same.

If the surface colour is mixed inside a shader — instanced grass usually is — the material colour cannot reach it. Give that mix its own uniform, and let snow lie on the tips first and work down:

glsl
gBase = mix(gBase, vec3(0.60, 0.65, 0.72), uSnow * 0.86);
gTip  = mix(gTip,  vec3(0.90, 0.94, 1.00), uSnow);

Re-light only when the slow values move

Relighting the scene is not free, and blizzard strength and snow depth drift continuously. Gate it:

js
const look = blizK + snowPack;
if (Math.abs(look - lastLook) > 0.006) { lastLook = look; refreshLook(); }

That fires a few times a second instead of sixty, and nothing on screen can tell.

Wet ground

Three cheap things, in order of payoff: drop roughness and add a little metalness so the ground catches the sky; add flat translucent puddle decals in the hollows; then instance a splash ring sprite with a short life, spawned in proportion to rain intensity. The splashes are what make it read as falling rain rather than a rain texture.

Ambience that loops with no seam

Generated audio never loops cleanly. Fold the tail back over the head with an equal-power cross-fade and throw the overlap away — the clip then ends where it starts:

python
for i in range(f):
    t = i / f
    out[i] = a[i] * sin(t * pi / 2) + a[n - f + i] * cos(t * pi / 2)

Fading the clip in and out instead means it dips to silence every lap, which everyone hears and nobody mentions.

Give weather its own gain bus, separate from music, and run the blizzard as a second layer swelling over the base bed rather than a cross-fade to a different clip — a hard swap in the middle of a storm is obvious.

What to check before you call it done

  • Watch a single drop from spawn to ground. If you cannot find one, your volume is outside the frustum.
  • Leave it in snow for two minutes. The ground should be visibly whiter at the end, and you should have seen at least one blizzard arrive and pass.
  • Enter snow from clear five times. It must start calm every time.
  • Stand in a storm for a minute. Strikes should come from different sides, and thunder should never land on the flash.
  • Profile with the storm running. Particles are cheap; the relight you forgot to gate is not.

© nirholas, Apache-2.0. 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 5 other files in third_party/designcode-agent-skills/agent-skills/web-design/threejs-weather of nirholas/three.ws.

  • SKILL.md
  • agents/openai.yaml
  • demo/PROMPT.md
  • demo/assets/three.min.js
  • demo/index.html
  • demo/preview.jpg

Open the folder on GitHubat commit ddf6e49

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in nirholas/three.ws, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Threejs Weather 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 Weather compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Threejs Weather this skillnirholas/three.ws2271 repos~2kAutomated safety check: PassApache-2.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k2 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 2 repos~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 11 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 5 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.

    683 GitHub stars~2.8k tokensUpdated 28 days ago
    Game DevelopmentAuto-check passed

More from nirholas/three.ws

All 92 skills in this repo
  • Add Shader Cursor Trail

    nirholas/three.ws

    Add the Shaders WebGPU mouse effect used for the Tidal Commons hero: a white twinkling halftone cursor trail driven by ChromaFlow, masked through a DotGrid, finished with chromatic ripples and film…

    227 GitHub starsUsed in 1 repo~760 tokens
    Auto-check passed
  • Publish Project To GitHub

    nirholas/three.ws

    Package a finished local project into an intentional GitHub repository, create a strong README and visual preview, push it safely, configure a public GitHub Pages URL when the project is compatible…

    227 GitHub starsUsed in 1 repo~2.2k tokens
    Auto-check: notes
  • Audit a website or digital experience against its supplied source references for originality and plagiarism risk.

    227 GitHub starsUsed in 1 repo~1.8k tokens
    Auto-check passed
  • Turn a completed daily UI inspiration capture into exactly five original landing-page builds, one per separate Codex task, using Sites.

    227 GitHub starsUsed in 1 repo~1.9k tokens
    Auto-check passed
  • Write Like Meng On X

    nirholas/three.ws

    Write, rewrite, review, or continuously refine X/Twitter posts in Meng To's current voice using his deduplicated authored-post corpus, personal and product context, shared resources, and Content…

    227 GitHub starsUsed in 1 repo~2k tokens
    Auto-check passed
  • Browser Video Recording

    nirholas/three.ws

    Create polished 60 fps 4:3 4K browser screen-recording style videos from Codex in-app browser captures, with browser-only crop, natural macOS cursor styling, deliberate click choreography…

    227 GitHub starsUsed in 1 repo~1.5k tokens
    Auto-check passed

Works with

Questions about Threejs Weather

What does Threejs Weather do?

Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder…. ws.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam.

When should I use Threejs Weather?

Threejs Weather fits situations like: scene atmosphere; seasonal states; any world where clear/rain/storm/snow needs to be a control the viewer can turn.

How do I install Threejs Weather in Claude Code?

Run `npx skills add nirholas/three.ws --skill threejs-weather -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/web-design/threejs-weather in nirholas/three.ws) into .claude/skills/threejs-weather in your project. Claude Code loads it when a task matches its description.

How do I install Threejs Weather in Codex?

Run `npx skills add nirholas/three.ws --skill threejs-weather -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/web-design/threejs-weather in nirholas/three.ws) into .agents/skills/threejs-weather in your project. Codex loads it when a task matches its description.

Can I use Threejs Weather 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 nirholas/three.ws --skill threejs-weather -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-weather, .gemini/skills/threejs-weather, .github/skills/threejs-weather and .opencode/skills/threejs-weather in your project.

What does Threejs Weather need to run?

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

Does Threejs Weather 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 Weather 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. Review the folder before installing.

What licence does Threejs Weather use?

Threejs Weather is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Threejs Weather use?

About 2k tokens (SKILL.md is roughly 7.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Threejs Weather?

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

nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 227 GitHub stars. The repository holds 92 skills in this directory. The repository was last updated on October 8, 2026.

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