threejs-director

The entry point for any Three.js scene, game or simulation request. Use first when a task spans more than one area (geometry, materials, environments, lighting, a playable character, sky, weather, gra

SKILL.md

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Three.js director

Target: Three.js 0.187.0, WebGPU renderer (three/webgpu) and TSL (three/tsl); WebGPU only, no WebGL fallback, no GLSL strings. Everything is generated by code; no model files are loaded. Physics, where needed, is Jolt (jolt-physics WASM).

This skill routes. It does not build anything. Read the request, decide which skills apply, load them in the order below, then follow them. If exactly one skill applies and the request says so, skip this one and load that skill directly.

Routing table

Match the request against the left column. Load every row that matches, not only the first. A parent skill is loaded before its children.

The request mentions Load Then
any surface, shader, material, how something looks up close tsl-materials the matching child below
glass, windows, windscreens, canopies, portholes, transparent panels glass
metal, steel, aluminium, brushed, galvanised, cast, machinery metal rust if aged
painted surfaces, livery, coatings, wear, chipped paint paint rust if aged
rust, oxidation, corrosion, weathering of steel rust metal or paint underneath
lake, river, canal, puddle, fountain, wet ground, what water should look like water ocean-water if it is open sea or needs a mirror
one object with several different surfaces (a vehicle, a machine) material-composition the children for each surface
rooms behind windows, lit windows at night, facades seen from outside interior-mapping glass for the pane itself
any built geometry: trains, tracks, buildings, bridges, stairs, containers, LOD, polygon budget procedural-geometry
pipes, ducts, conduits, cable trays, plant rooms pipes metal, paint
a greenhouse, biodome, hydroponic farm, grow rows, crops under lamps greenhouse pipes for the mains, glass for the envelope, lighting for the lamps
signs, markings, labels, decals, road paint, platform edges signage
a station, platform, guideway, maglev, rail infrastructure station-maglev procedural-geometry, engineered-environments
a dense city, towers, podiums, districts, elevated streets megacity procedural-geometry, engineered-environments, interior-mapping
any large place that must read as working infrastructure engineered-environments the geometry skills for its parts
lights, lamps, fixtures, a street or hall full of lights, how bright, shadows, what is a real light lighting photo-sky for the sun
bounce light, global illumination, light probes, light maps, baked lighting, a dim interior, ambient that changes by room indirect-lighting lighting first
a player, first or third person, walking, WASD, jump, crouch character-kit its four children
moving on a capsule, stairs, slopes, moving platforms character-walking
the player camera, orbit, pointer lock, follow character-camera
a visible figure for the player without model files character-model
key bindings, mouse look, input handling character-input
sky, sun, time of day, clouds, dusk, night photo-sky
snow, blizzard, rain, weather changing over time, wet roads, spray snow-weather photo-sky for the overcast pools
grass, meadow, ground cover, fields seen from a road card-grass
open sea, coast, big water that follows the camera, planar mirror, ice ocean-water water first for the principles
hills and trees shading terrain in the distance, cheap AO, far shadows far-shade
a car, truck, trailer, driving, wheels, suspension, towing jolt-driving snow-weather for spray, card-grass for the verge

Order of work

When several skills apply, work in this order. Each stage leaves something the next can stand on, and the measurements of one stage fix the scale of the next.

  1. Place and scale. engineered-environments for what the place is and how it works; the character kit's ruler (1.8 m standing, 2.1 m door, 0.17 m step) even if there is no character, so everything is built at a size a person would read.
  2. Ground, sky and light. Terrain or floor first, then photo-sky, then far-shade if the terrain is large, then lighting for the sun, the fixtures and the local lights, and indirect-lighting where the sun does not reach. Everything after this is lit by them.
  3. Geometry. procedural-geometry and its specialists (station-maglev, megacity, pipes, greenhouse). Build the big masses before the details; decide LOD and instancing now, not after.
  4. Materials. tsl-materials and its children on the geometry just built. material-composition when one object has several surfaces. signage last, on top.
  5. Facades and cover. interior-mapping on building windows, card-grass on open ground, ocean-water where there is sea.
  6. Weather. snow-weather, which reads the sky's cloud state and writes wetness back into materials.
  7. Player and vehicles. character-kit or jolt-driving, last, so the physics colliders are built from finished geometry.

A request for a single thing (one material, one object) uses only the stage it belongs to. Do not pull in the whole order for a material swatch.

Conflicts and overlaps

  • water and ocean-water: water is the principles, ocean-water is the implementation for large or reflective water. Lakes and puddles can use either; the planar mirror in ocean-water is the right tool for a reflective lake.
  • character-kit and jolt-driving both initialise Jolt. One world, two users: build the world once with jolt-driving's createJoltWorld and pass it to the character adapter. The two kits were written against different Jolt releases (1.1.0 and 1.0.0 wasm-compat); use one build and check both against it in the first run.
  • megacity and station-maglev both produce infrastructure. engineered-environments decides the hierarchy before either is loaded.
  • glass and interior-mapping both touch building windows. The pane is glass; what is seen through it is interior-mapping. On a distant facade, interior-mapping alone is enough.

What to say back

Before building, state in one short list which skills were chosen and in what order. Then follow them. Do not restate their content; they are read in full by whoever builds.

Pipelines

Worked orders for common requests. Each arrow is a skill handed the previous one's output.

  • A maglev station at dusk: engineered-environments → station-maglev → procedural-geometry → metal + glass + paint → signage → interior-mapping → photo-sky → character-kit
  • A drivable winter road: photo-sky → far-shade → card-grass (winter palette) → procedural-geometry (road, barriers) → jolt-driving → snow-weather
  • A coastal city: engineered-environments → megacity → procedural-geometry → tsl-materials + material-composition → interior-mapping → ocean-water → photo-sky → character-kit
  • An industrial plant walkthrough: engineered-environments → procedural-geometry → pipes → metal + paint + rust → signage → character-kit
  • One weathered vehicle: material-composition → paint → metal → rust → glass
  • A lunar greenhouse: engineered-environments → greenhouse → pipes (feed mains) → glass + metal + paint → lighting → character-kit