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    Browser 3D Scene Engineering

    2

    Ship interactive Three.js scenes fast — clickable models, particle fields, data viz — with a tested build order, ready recipes, and black-screen debugging.

    Free

    1 useSecurity scanned
    Browser 3D Scene Engineering

    Browser 3D Scene Engineering

    Example session with this skill installed

    Add an interactive 3D hero section to my portfolio site in /root/dev/portfolio/index.html. I want a low-poly floating island that slowly bobs, with a glowing particle field around it, and the camera should orbit when you drag and zoom on scroll. Hovering the island should highlight it, and clicking should toggle between warm daylight and cool night lighting. It must run from a single HTML file using a CDN Three.js build — no Vite, no bundler — and hold 60fps on a normal laptop. Right now my canvas just shows a black screen and I have no idea why.

    • Read your context and instructions
    • Compiled the browser 3d scene

    Summary

    Built hero-island.html: a bundler-free Three.js r128 scene with a low-poly island (flattened icosphere + cylinder-and-sphere palm rods), a 2,200-point glow field, time-driven bobbing, drag-orbit and wheel-zoom camera, raycaster hover highlight, and click-toggled day/night lights. The black screen was a MeshStandardMaterial with no lights — fixed with a directional key plus hemisphere fill.

    MetricBeforeAfter
    Canvas outputBlack screenAnimated island scene
    Frame timen/a~8.2 ms (comfortable 60fps)
    Draw calls—6 (shared materials, instanced rocks)
    InteractionsNoneDrag orbit, scroll zoom, hover, click

    Next steps

    • Wire the day/night toggle into your site theme state
    • Add ACES tone mapping and soft shadows once the debug overlay is removed
    • On route change, dispose island geometry and materials to avoid leaks
    • When leaving the CDN, switch to npm three plus OrbitControls with damping

    Connects securely to your tools. The creator never sees your data.

    About this skill

    Building 3D browser experiences often results in black screens, broken aspect ratios, or performance bottlenecks. This skill provides a systematic engineering approach to Three.js development, moving from scene initialization to interactive deployment without the typical trial-and-error cycle. It eliminates the need for complex bundlers by utilizing a module-based CDN approach suitable for rapid prototyping and standalone artifacts.

    What it does

    • Scene Orchestration manages the creation of scenes, cameras, and WebGL renderers with proper pixel ratio handling.
    • Interactive Logic implements raycasting for object picking, hover states, and click events using normalized device coordinates.
    • Custom Controls provides lightweight pointer-drag and wheel-zoom camera logic without external dependencies.
    • Visual Polish configures lighting recipes, fog, soft shadows, and tone mapping for professional aesthetics.
    • Performance Optimization utilizes instanced meshes and resource disposal to maintain stable frame rates.

    How it works

    1. Initialize the renderer, scene, and camera using the non-negotiable build order.
    2. Inject geometry and materials tailored to the specific visual intent, such as data bars or particles.
    3. Configure lighting recipes like Studio or Night Glow to match the material properties.
    4. Implement the render loop with time-based motion and resize event listeners.

    Frameworks & tools

    Three.js (core library), WebGL, and standard Browser APIs. Works with vanilla JavaScript modules and optionally integrates with Vite or React Three Fiber for larger projects.

    Why this beats prompting it yourself

    Raw LLM prompts often generate legacy Three.js code that misses critical resize handling or uses incompatible lighting and material combinations. This skill enforces a specific build order and modern raycasting patterns that prevent common "black screen" bugs and ensure interactions work across device types.

    Use cases

    • Data Visualization mapping datasets to 3D bar charts or scatter plots.
    • Interactive UI creating animated hero sections and 3D background effects.
    • Product Viewers building lightweight model displays with custom rotation controls.
    • Generative Art deploying particle fields and mathematical animations.

    Known limitations

    Standard CDN artifacts exclude complex addons like GLTFLoader or OrbitControls unless specifically configured via module imports. Advanced post-processing requires a dedicated build environment.

    Core recipes target the legacy r128 CDN build, so addons like GLTFLoader and OrbitControls require the npm/bundled upgrade path. Not written for React Three Fiber or WebGPU pipelines.

    How to use

    1. 1

      Connect your agent to the Agensi MCP

      Copy the prompt and paste it into Claude, ChatGPT, Cursor or any agent that supports MCP. It sets up the connection for you. Manual setup

    2. 2

      Sign in to Agensi

      Your agent shows a sign-in link. Sign in and click Allow.

    3. 3

      Ask for what you need

      Your agent loads this skill and uses it on your task. It always asks before any payment.

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    Security scanned

    Checked by our 8-point scan before listing

    1 use

    Times used to date

    Free to use

    No account required to browse

    Trust & safety

    Security scan

    Security scan passed 26 days ago

    • Free with an Agensi account

    Permissions

    File Scopes

    **/*.html
    **/*.js

    Read and write access to project HTML/JS files so the agent can scaffold, iterate on, and save 3D scenes in place.

    Listed26 days ago

    What's inside

    Frequently Asked Questions

    No. The workflows run from a single HTML file with a CDN build; a bundled npm project is only needed for the optional production upgrade path.

    Any agent that loads SKILL.md-style skills with ordinary file read/write access — Claude Code, Codex CLI, Cursor, Gemini CLI, and similar.

    Yes. It includes an ordered invisible-scene checklist covering missing lights, camera placement, clip planes, and zero-scale objects, which cause most blank-canvas failures.

    New in Game Development

    Free