playableintelligence/game-creatorMIT6 files

Threejs Game

Build 3D browser games with Three.js using event-driven modular architecture. Use when creating a new 3D game, adding 3D game features, setting up Three.js scenes, or working on any Three.js game project.

Specification
Skill ID
playableintelligence/game-creator/threejs-game
Publisher
playableintelligence
Repository
game-creator
Installs
0
Files
6
License
MIT
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

playableintelligence/game-creator/threejs-gameInstalls these files
  • SKILL.md
  • core-patterns.md
  • input-patterns.md
  • reference/llms-full.txt
  • reference/llms.txt
  • tsl-guide.md

What this skill tells the agent

Three.js Game Development

You are an expert Three.js game developer. Follow these opinionated patterns when building 3D browser games.

Reference: See reference/llms.txt (quick guide) and reference/llms-full.txt (full API + TSL) for official Three.js LLM documentation. Prefer patterns from those files when they conflict with this skill.

Performance Notes

  • Take your time with each step. Quality is more important than speed.
  • Do not skip validation steps — they catch issues early.
  • Read the full context of each file before making changes.
  • Profile before optimizing. The bottleneck is rarely where you think.

Reference Files

For detailed reference, see companion files in this directory:

  • core-patterns.md — Full EventBus, GameState, Constants, and Game.js orchestrator code
  • tsl-guide.md — Three.js Shading Language reference (NodeMaterial classes, when to use TSL)
  • input-patterns.md — Gyroscope input, virtual joystick, unified analog InputSystem, input priority system

For performance optimization patterns with measured before/after evidence, see the threejs-perf skill (skills/threejs-perf/SKILL.md).

Tech Stack

  • Renderer: Three.js (three@0.183.0+, ESM imports)
  • Build Tool: Vite
  • Language: JavaScript (not TypeScript) for game templates — TypeScript optional
  • Package Manager: npm

Project Setup

When scaffolding a new Three.js game:

mkdir <game-name> && cd <game-name>
npm init -y
npm install three@^0.183.0
npm install -D vite

Create vite.config.js:

import { defineConfig } from 'vite';

export default defineConfig({
  root: '.',
  publicDir: 'public',
  server: { port: 3000, open: true },
  build: { outDir: 'dist' },
});

Add to package.json scripts:

{
  "type": "module",
  "scripts": {
    "dev": "vite",
    "build": "vite build",
    "preview": "vite preview"
  }
}

Modern Import Patterns

Vite / npm (default — used in our templates)

import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

Import Maps / CDN (standalone HTML games, no build step)

<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/three@0.183.0/build/three.module.js",
    "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.183.0/examples/jsm/"
  }
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
</script>

Use import maps when shipping a single HTML file with no build tooling. Pin the version in the import map URL.

Required Architecture

Every Three.js game MUST use this directory structure:

src/
├── core/
│   ├── Game.js          # Main orchestrator - init systems, render loop
│   ├── EventBus.js      # Singleton pub/sub for all module communication
│   ├── GameState.js     # Centralized state singleton
│   └── Constants.js     # ALL config values, balance numbers, asset paths
├── systems/             # Low-level engine systems
│   ├── InputSystem.js   # Keyboard/mouse/gamepad input
│   ├── PhysicsSystem.js # Collision detection
│   └── ...              # Audio, particles, etc.
├── gameplay/            # Game mechanics
│   └── ...              # Player, enemies, weapons, etc.
├── level/               # Level/world building
│   ├── LevelBuilder.js  # Constructs the game world
│   └── AssetLoader.js   # Loads models, textures, audio
├── ui/                  # User interface
│   └── ...              # Game over, overlays
└── main.js              # Entry point - creates Game instance

Core Principles

  1. Core loop first — Implement one camera, one scene, one gameplay loop. Add player input and a terminal condition (win/lose) before adding visual polish. Keep initial scope small: 1 mechanic, 1 fail condition, 1 scoring system.
  2. Gameplay clarity > visual complexity — Treat 3D as a style choice, not a complexity mandate. A readable game with simple materials beats a visually complex but confusing one.
  3. Restart-safe — Gameplay must be fully restart-safe. GameState.reset() must restore a clean slate. Dispose geometries/materials/textures on cleanup. No stale references or leaked listeners across restarts.

Core Patterns (Non-Negotiable)

Every Three.js game requires these four core modules. Full implementation code is in core-patterns.md.

1. EventBus Singleton

ALL inter-module communication goes through an EventBus (core/EventBus.js). Modules never import each other directly for communication. Provides on, once, off, emit, and clear methods. Events use domain:action naming (e.g., player:hit, game:over). See core-patterns.md for the full implementation.

2. Centralized GameState

One singleton (core/GameState.js) holds ALL game state. Systems read from it, events update it. Must include a reset() method that restores a clean slate for restarts. See core-patterns.md for the full implementation.

3. Constants File

Every magic number, balance value, asset path, and configuration goes in core/Constants.js. Never hardcode values in game logic. Organize by domain: PLAYER_CONFIG, ENEMY_CONFIG, WORLD, CAMERA, COLORS, ASSET_PATHS. See core-patterns.md for the full implementation.

4. Game.js Orchestrator

The Game class (core/Game.js) initializes everything and runs the render loop. Uses renderer.setAnimationLoop() -- the official Three.js pattern (handles WebGPU async correctly and pauses when the tab is hidden). Sets up renderer, scene, camera, systems, UI, and event listeners in init(). See core-patterns.md for the full implementation.

Renderer Selection

WebGLRenderer (default — use for all game templates)

Maximum browser compatibility. Well-established, most examples and tutorials use this. Our templates default to WebGLRenderer.

import * as THREE from 'three';
const renderer = new THREE.WebGLRenderer({ antialias: true });

WebGPURenderer (when you need TSL or compute shaders)

Required for custom node-based materials (TSL), compute shaders, and advanced rendering. Note: import path changes to 'three/webgpu' and init is async.

import * as THREE from 'three/webgpu';
const renderer = new THREE.WebGPURenderer({ antialias: true });
await renderer.init();

When to pick WebGPU: You need TSL custom shaders, compute shaders, or node-based materials. Otherwise, stick with WebGL. See tsl-guide.md for TSL details.

Play.fun Safe Zone

When games run inside the Play.fun dashboard on mobile Safari, the SDK sets CSS custom properties on the game iframe's document.documentElement:

  • --ogp-safe-top-inset — space below the Play.fun header bubbles (~68px on mobile)
  • --ogp-safe-bottom-inset — space above Safari bottom controls (~148px on mobile)

Both default to 0px when not running inside the dashboard (desktop, standalone).

Constants

// In Constants.js — reads SDK CSS vars with static fallbacks
function _readSafeInsets() {
  const s = getComputedStyle(document.documentElement);
  return {
    top: parseInt(s.getPropertyValue('--ogp-safe-top-inset')) || 0,
    bottom: parseInt(s.getPropertyValue('--ogp-safe-bottom-inset')) || 0,
  };
}
const _insets = _readSafeInsets();

export const SAFE_ZONE = {
  TOP_PX: Math.max(75, _insets.top),
  BOTTOM_PX: _insets.bottom,
  TOP_PERCENT: 8,
};

CSS Rule

All .overlay elements (game-over, pause, menus) must use the CSS variables for padding:

.overlay {
  padding-top: max(20px, 8vh, var(--ogp-safe-top-inset, 0px));
  padding-bottom: var(--ogp-safe-bottom-inset, 0px);
}

Bottom-positioned UI (joysticks, action buttons) must also respect the bottom inset:

#joystick-zone {
  bottom: max(20px, 3vh, var(--ogp-safe-bottom-inset, 0px));
}
.bottom-hud {

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