threejs-fundamentals
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.
By cloudai-x · 11,467 installs
npx skills add cloudai-x/threejs-skills --skill threejs-fundamentals
Source repository · Upstream listing
Three.js Fundamentals
Quick Start
Core Classes
Scene
Container for all 3D objects, lights, and cameras.
Cameras
PerspectiveCamera Most common, simulates human eye.
OrthographicCamera No perspective distortion, good for 2D/isometric.
ArrayCamera Multiple viewports with sub cameras.
CubeCamera Renders environment maps for reflections.
WebGLRenderer
Object3D
Base class for all 3D objects. Mesh, Group, Light, Camera all extend Object3D.
Group
Empty container for organizing objects.
Mesh
Combines geometry and material.
Coordinate System
Three.js uses a right handed coordinate system :
+X points right
+Y points up
+Z points toward viewer (out of screen)
Math Utilities
Vector3
Matrix4
Quaternion
Euler
Color
MathUtils
Common Patterns
Proper Cleanup
Clock for Animation
Responsive Canvas
Loading Manager
Performance Tips
1. Limit draw calls : Merge geometries, use instancing, atlas textures
2. Frustum culling : Enabled by default, ensure bounding boxes are correct
3. LOD (Level of Detail) : Use THREE.LOD for distance based mesh switching
4. Object pooling : Reuse objects instead of creating/destroying
5. Avoid getWorldPosition in loops : Cache results
See Also
threejs geometry Geometry creation and manipulation
threejs materials Material types and properties
threejs lighting Light types and shadows