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Three.js app builder: imperative, React Three Fiber, and WebGPU in 4 phases.
Passed 11 of 22 test cases with the skill, and 7 of 22 without it.
and 2 more in the full report
5 fixed6 passed either way11 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 5 test cases the skill fixed. Same model, same prompt, with and without the skill.
I am creating a WebXR immersive VR experience using native WebXR Device API (`navigator.xr.requestSession('immersive-vr')`) directly in C++ via WebAssembly. Provide the native session initialization.
| Checked | Without skill | With skill |
|---|---|---|
| Declines applying web 3D browser scene builder patterns to native C++ WebAssembly WebXR sessions. | Missed | Passed |
| Recommends using native WebXR initialization standards. | Passed | Passed |
The instructions your model reads when the skill loads.
This skill builds complete Three.js web applications using a Phased Construction pattern with four phases: Design, Build, Animate, Polish. It supports three paradigms — imperative Three.js, React Three Fiber (R3F), and WebGPU — detected automatically from project context. Only the relevant paradigm's reference is loaded.
Scope: Use for 3D web apps, interactive scenes, WebGL/WebGPU visualizations, R3F declarative 3D, and product viewers. For game engines, 3D model creation, VR/AR experiences, or CAD workflows, use a more specialized skill.
| Signal | Load These Files | Why |
|---|---|---|
@react-three/fiber, r3f, drei, useFrame, <Canvas>, <mesh>, React project with 3D | react-three-fiber.md | React Three Fiber |
WebGPURenderer, TSL, tsl, compute shader, wgsl, node material, WebGPU mentioned | webgpu.md | WebGPU |
Standalone HTML, CDN imports, new THREE.Scene(), no React, vanilla JS/TS | advanced-topics.md (load as needed)` | Imperative |
Game project: EventBus, GameState, player controller, enemies, scoring, multiple game systems | game-patterns.md (alongside paradigm reference)` | Game architecture |
GLTF/GLB model loading, .glb files, animated characters, skeletal rigs, model import | gltf-loading.md (alongside paradigm reference)` | GLTF loading |
references/build-recipes.md | build-recipes.md | Phase 2/3 build, error diagnosis |
references/advanced-topics.md | advanced-topics.md | Imperative paradigm |
references/react-three-fiber.md | react-three-fiber.md | R3F paradigm |
references/webgpu.md | webgpu.md | WebGPU paradigm |
references/visual-polish.md | visual-polish.md | Visual quality signal |
references/gltf-loading.md | gltf-loading.md | GLTF/GLB model loading signal |
references/game-patterns.md | game-patterns.md | Game project signal |
references/game-architecture.md | game-architecture.md | Game project signal |
references/shader-patterns.md | shader-patterns.md | Custom GLSL / visual effects |
references/performance-patterns.md | performance-patterns.md | Performance / many objects |
references/advanced-animation.md | advanced-animation.md | Animation systems / skeletal rigs |
Goal: Detect the paradigm, understand what the user wants, and select appropriate components.
Core Constraints:
test cases passed, vs 7 / 22 without
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