threejs-lite
Build lightweight mobile-friendly 3D browser games with Three.js
Best use case
threejs-lite is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Build lightweight mobile-friendly 3D browser games with Three.js
Teams using threejs-lite should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/threejs-lite/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How threejs-lite Compares
| Feature / Agent | threejs-lite | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Build lightweight mobile-friendly 3D browser games with Three.js
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Three.js Lite Use this skill when a user wants a 3D browser game with minimal rendering complexity and stable mobile performance. ## Workflow 1. Start from `assets/starter-single-file.html`. 2. Implement one camera, one scene, one gameplay loop. 3. Add player input and terminal condition before adding visual polish. 4. Keep geometry/material count small and predictable. 5. If targeting Remix, apply hooks in `references/sdk-integration.md`. 6. Validate required hooks (`gameOver`, `onPlayAgain`, `onToggleMute`) before handoff. ## Guardrails - Keep draw calls low and avoid postprocessing by default. - Prefer simple `MeshBasicMaterial`/`MeshStandardMaterial` setups. - Avoid dynamic shadows on first pass. - For Remix uploads, output single-file HTML with inline JS/CSS unless user asks otherwise. - For Remix uploads, include `<script src="https://cdn.jsdelivr.net/npm/@remix-gg/sdk@latest/dist/index.min.js"></script>` in HTML `<head>`. - Treat 3D as optional style; gameplay clarity is higher priority than visual complexity. ## References - `references/threejs-mobile-patterns.md` for scene setup, controls, and perf budgets. - `references/sdk-integration.md` for SDK hooks required by Remix validation.
Related Skills
remix-upload-game
Upload and validate HTML game code for Remix. Use when creating or updating a draft version through the CLI, MCP tools, or direct REST calls.
remix-upload-asset
Upload images, audio, or 3D models as hosted game assets
remix-submission-rules
Validation and publish constraints for Remix game submissions
remix-shop-items
Create, update, delete, and integrate Remix shop items. Use when a game needs Bits items, consumables, one-time unlocks, tier unlocks, store icons, or purchase handling in @remix-gg/sdk code.
remix-save-game
Add save and load game state functionality via RemixSDK
remix-rest-snippets
REST client snippets for Remix agent publishing
remix-open-game
Open a game in the Remix Studio browser for preview and editing
remix-multiplayer
Enable multiplayer support for a Remix game
remix-game-sdk
Reference for the current @remix-gg/sdk runtime. Use when generating or repairing Remix game code, shop item integrations, save-state flows, multiplayer hooks, or host-safe mobile UI behavior.
remix-game-creation
Create a new game draft via the Remix API
remix-game-best-practices
Mobile-first game creation best practices for Remix
remix-cli
Use the official Remix CLI for authentication, config inspection, game creation, uploads, and analytics. Trigger this skill when a task involves `remix login`, `remix whoami`, `.remix-cli.json`, `REMIX_API_KEY`, or terminal-based game management on Remix.