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
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GitHubThree.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.
- Place and scale.
engineered-environmentsfor 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. - Ground, sky and light. Terrain or floor first, then
photo-sky, thenfar-shadeif the terrain is large, thenlightingfor the sun, the fixtures and the local lights, andindirect-lightingwhere the sun does not reach. Everything after this is lit by them. - Geometry.
procedural-geometryand its specialists (station-maglev,megacity,pipes,greenhouse). Build the big masses before the details; decide LOD and instancing now, not after. - Materials.
tsl-materialsand its children on the geometry just built.material-compositionwhen one object has several surfaces.signagelast, on top. - Facades and cover.
interior-mappingon building windows,card-grasson open ground,ocean-waterwhere there is sea. - Weather.
snow-weather, which reads the sky's cloud state and writes wetness back into materials. - Player and vehicles.
character-kitorjolt-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
waterandocean-water:wateris the principles,ocean-wateris the implementation for large or reflective water. Lakes and puddles can use either; the planar mirror inocean-wateris the right tool for a reflective lake.character-kitandjolt-drivingboth initialise Jolt. One world, two users: build the world once withjolt-driving'screateJoltWorldand 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.megacityandstation-maglevboth produce infrastructure.engineered-environmentsdecides the hierarchy before either is loaded.glassandinterior-mappingboth touch building windows. The pane isglass; what is seen through it isinterior-mapping. On a distant facade,interior-mappingalone 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