Agent skill

game-builder

Build 2D and 3D games as DenchClaw apps using p5.js, Three.js, Matter.js, and other game libraries. Covers game architecture, sprites, physics, particles, audio, tilemaps, and complete game examples.

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Install this agent skill to your Project

npx add-skill https://github.com/DenchHQ/DenchClaw/tree/main/skills/app-builder/game-builder

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Additional technical details for this skill

openclaw
{
    "emoji": "\ud83c\udfae",
    "always": true,
    "inject": true
}

SKILL.md

App Game Builder

This skill covers building 2D and 3D games as DenchClaw apps. For core app structure, manifest reference, and bridge API basics, see the parent app-builder skill (app-builder/SKILL.md).


2D Games with p5.js

Always use p5.js for 2D games, simulations, generative art, and interactive 2D experiences. p5.js is the default choice for anything 2D unless the user specifically requests something else.

When to Use p5.js

  • 2D games (platformer, puzzle, arcade, card games, board games)
  • Generative art and creative coding
  • Physics simulations and particle systems
  • Interactive data visualizations with animation
  • Educational simulations and demonstrations
  • Drawing and painting tools
  • Any 2D canvas-based interactive experience

p5.js App Template

apps/my-game.dench.app/
  .dench.yaml
  index.html
  sketch.js
  assets/           # sprites, sounds, fonts

.dench.yaml:

yaml
name: "My Game"
description: "A fun 2D game built with p5.js"
icon: "gamepad-2"
version: "1.0.0"
entry: "index.html"
runtime: "static"

No permissions needed unless the game reads/writes workspace data.

index.html:

html
<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>My Game</title>
  <script src="https://unpkg.com/p5@1/lib/p5.min.js"></script>
  <style>
    * { margin: 0; padding: 0; }
    html, body { width: 100%; height: 100%; overflow: hidden; }
    body { display: flex; align-items: center; justify-content: center; background: #0f0f1a; }
    canvas { display: block; }
  </style>
</head>
<body>
  <script src="sketch.js"></script>
</body>
</html>

sketch.js (game loop skeleton):

javascript
let isDark = true;

function setup() {
  createCanvas(windowWidth, windowHeight);

  // Detect theme from DenchClaw
  if (window.dench) {
    window.dench.app.getTheme().then(theme => {
      isDark = theme === 'dark';
    }).catch(() => {});
  }
}

function draw() {
  background(isDark ? 15 : 245);

  // Game rendering goes here
}

function windowResized() {
  resizeCanvas(windowWidth, windowHeight);
}

p5.js Instance Mode (Recommended for Complex Apps)

Use instance mode to avoid global namespace pollution. This is especially important for multi-file apps:

javascript
const sketch = (p) => {
  let isDark = true;
  let player;

  p.setup = () => {
    p.createCanvas(p.windowWidth, p.windowHeight);
    player = { x: p.width / 2, y: p.height / 2, size: 30, speed: 4 };

    if (window.dench) {
      window.dench.app.getTheme().then(theme => { isDark = theme === 'dark'; }).catch(() => {});
    }
  };

  p.draw = () => {
    p.background(isDark ? 15 : 245);

    // Input handling
    if (p.keyIsDown(p.LEFT_ARROW) || p.keyIsDown(65))  player.x -= player.speed;
    if (p.keyIsDown(p.RIGHT_ARROW) || p.keyIsDown(68)) player.x += player.speed;
    if (p.keyIsDown(p.UP_ARROW) || p.keyIsDown(87))    player.y -= player.speed;
    if (p.keyIsDown(p.DOWN_ARROW) || p.keyIsDown(83))   player.y += player.speed;

    // Keep in bounds
    player.x = p.constrain(player.x, 0, p.width);
    player.y = p.constrain(player.y, 0, p.height);

    // Draw player
    p.fill(isDark ? '#6366f1' : '#4f46e5');
    p.noStroke();
    p.ellipse(player.x, player.y, player.size);
  };

  p.windowResized = () => {
    p.resizeCanvas(p.windowWidth, p.windowHeight);
  };
};

new p5(sketch);

p5.js Game Architecture Patterns

Game State Machine

javascript
const GameState = { MENU: 'menu', PLAYING: 'playing', PAUSED: 'paused', GAME_OVER: 'gameover' };
let state = GameState.MENU;
let score = 0;
let highScore = 0;

function draw() {
  switch (state) {
    case GameState.MENU:     drawMenu(); break;
    case GameState.PLAYING:  drawGame(); break;
    case GameState.PAUSED:   drawPause(); break;
    case GameState.GAME_OVER: drawGameOver(); break;
  }
}

function keyPressed() {
  if (state === GameState.MENU && (key === ' ' || key === 'Enter')) {
    state = GameState.PLAYING;
    resetGame();
  } else if (state === GameState.PLAYING && key === 'Escape') {
    state = GameState.PAUSED;
  } else if (state === GameState.PAUSED && key === 'Escape') {
    state = GameState.PLAYING;
  } else if (state === GameState.GAME_OVER && (key === ' ' || key === 'Enter')) {
    state = GameState.PLAYING;
    resetGame();
  }
}

function drawMenu() {
  background(15);
  fill(255);
  textAlign(CENTER, CENTER);
  textSize(48);
  text('MY GAME', width / 2, height / 2 - 60);
  textSize(18);
  fill(150);
  text('Press SPACE or ENTER to start', width / 2, height / 2 + 20);
  if (highScore > 0) {
    textSize(14);
    text('High Score: ' + highScore, width / 2, height / 2 + 60);
  }
}

function drawGameOver() {
  background(15);
  fill('#ef4444');
  textAlign(CENTER, CENTER);
  textSize(48);
  text('GAME OVER', width / 2, height / 2 - 60);
  fill(255);
  textSize(24);
  text('Score: ' + score, width / 2, height / 2);
  textSize(16);
  fill(150);
  text('Press SPACE to play again', width / 2, height / 2 + 50);
}

Sprite Management

javascript
class Sprite {
  constructor(x, y, w, h) {
    this.pos = createVector(x, y);
    this.vel = createVector(0, 0);
    this.w = w;
    this.h = h;
    this.alive = true;
  }

  update() {
    this.pos.add(this.vel);
  }

  draw() {
    rectMode(CENTER);
    rect(this.pos.x, this.pos.y, this.w, this.h);
  }

  collidesWith(other) {
    return (
      this.pos.x - this.w / 2 < other.pos.x + other.w / 2 &&
      this.pos.x + this.w / 2 > other.pos.x - other.w / 2 &&
      this.pos.y - this.h / 2 < other.pos.y + other.h / 2 &&
      this.pos.y + this.h / 2 > other.pos.y - other.h / 2
    );
  }

  isOffscreen() {
    return (
      this.pos.x < -this.w || this.pos.x > width + this.w ||
      this.pos.y < -this.h || this.pos.y > height + this.h
    );
  }
}

Particle System

javascript
class Particle {
  constructor(x, y, color) {
    this.pos = createVector(x, y);
    this.vel = p5.Vector.random2D().mult(random(1, 5));
    this.acc = createVector(0, 0.1);
    this.color = color;
    this.alpha = 255;
    this.size = random(3, 8);
    this.life = 1.0;
    this.decay = random(0.01, 0.04);
  }

  update() {
    this.vel.add(this.acc);
    this.pos.add(this.vel);
    this.life -= this.decay;
    this.alpha = this.life * 255;
  }

  draw() {
    noStroke();
    fill(red(this.color), green(this.color), blue(this.color), this.alpha);
    ellipse(this.pos.x, this.pos.y, this.size);
  }

  isDead() {
    return this.life <= 0;
  }
}

let particles = [];

function spawnExplosion(x, y, col, count = 30) {
  for (let i = 0; i < count; i++) {
    particles.push(new Particle(x, y, col));
  }
}

function updateParticles() {
  for (let i = particles.length - 1; i >= 0; i--) {
    particles[i].update();
    particles[i].draw();
    if (particles[i].isDead()) particles.splice(i, 1);
  }
}

Camera / Scrolling

javascript
let camera = { x: 0, y: 0 };

function draw() {
  background(15);

  // Follow player
  camera.x = lerp(camera.x, player.x - width / 2, 0.1);
  camera.y = lerp(camera.y, player.y - height / 2, 0.1);

  push();
  translate(-camera.x, -camera.y);

  // Draw world (in world coordinates)
  drawWorld();
  drawPlayer();
  drawEnemies();

  pop();

  // Draw HUD (in screen coordinates)
  drawHUD();
}

Tilemap Rendering

javascript
const TILE_SIZE = 32;
const tilemap = [
  [1, 1, 1, 1, 1, 1, 1, 1],
  [1, 0, 0, 0, 0, 0, 0, 1],
  [1, 0, 0, 2, 0, 0, 0, 1],
  [1, 0, 0, 0, 0, 3, 0, 1],
  [1, 1, 1, 1, 1, 1, 1, 1],
];

const TILE_COLORS = {
  0: null,       // empty
  1: '#4a4a6a',  // wall
  2: '#22c55e',  // item
  3: '#ef4444',  // enemy
};

function drawTilemap() {
  for (let row = 0; row < tilemap.length; row++) {
    for (let col = 0; col < tilemap[row].length; col++) {
      const tile = tilemap[row][col];
      if (TILE_COLORS[tile]) {
        fill(TILE_COLORS[tile]);
        noStroke();
        rect(col * TILE_SIZE, row * TILE_SIZE, TILE_SIZE, TILE_SIZE);
      }
    }
  }
}

Sound Effects (using p5.sound or Howler.js)

For sound, prefer Howler.js since p5.sound adds significant bundle size:

html
<script src="https://unpkg.com/howler@2/dist/howler.min.js"></script>
javascript
const sounds = {
  jump: new Howl({ src: ['assets/jump.wav'], volume: 0.5 }),
  hit: new Howl({ src: ['assets/hit.wav'], volume: 0.7 }),
  coin: new Howl({ src: ['assets/coin.wav'], volume: 0.4 }),
  music: new Howl({ src: ['assets/music.mp3'], loop: true, volume: 0.3 }),
};

If no sound assets are available, generate simple audio with Tone.js or the Web Audio API:

javascript
function playBeep(freq = 440, duration = 0.1) {
  const ctx = new (window.AudioContext || window.webkitAudioContext)();
  const osc = ctx.createOscillator();
  const gain = ctx.createGain();
  osc.connect(gain);
  gain.connect(ctx.destination);
  osc.frequency.value = freq;
  gain.gain.setValueAtTime(0.3, ctx.currentTime);
  gain.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + duration);
  osc.start();
  osc.stop(ctx.currentTime + duration);
}

p5.js with Physics (Matter.js)

For games needing realistic 2D physics (platformers, ragdoll, pinball):

html
<script src="https://unpkg.com/p5@1/lib/p5.min.js"></script>
<script src="https://unpkg.com/[email protected]/build/matter.min.js"></script>
javascript
const { Engine, World, Bodies, Body, Events } = Matter;

let engine, world;
let ground, player;

function setup() {
  createCanvas(windowWidth, windowHeight);
  engine = Engine.create();
  world = engine.world;

  ground = Bodies.rectangle(width / 2, height - 20, width, 40, { isStatic: true });
  player = Bodies.circle(width / 2, height / 2, 20, { restitution: 0.5 });

  World.add(world, [ground, player]);
}

function draw() {
  Engine.update(engine);
  background(15);

  // Draw ground
  fill('#4a4a6a');
  rectMode(CENTER);
  rect(ground.position.x, ground.position.y, width, 40);

  // Draw player
  fill('#6366f1');
  ellipse(player.position.x, player.position.y, 40);
}

function keyPressed() {
  if (key === ' ') {
    Body.applyForce(player, player.position, { x: 0, y: -0.05 });
  }
}

p5.js Responsive Canvas

Always handle window resizing and use the full viewport:

javascript
function setup() {
  createCanvas(windowWidth, windowHeight);
}

function windowResized() {
  resizeCanvas(windowWidth, windowHeight);
}

For fixed-aspect-ratio games (e.g., retro pixel games), scale the canvas:

javascript
const GAME_W = 320;
const GAME_H = 240;
let scaleFactor;

function setup() {
  createCanvas(windowWidth, windowHeight);
  pixelDensity(1);
  noSmooth();
  calcScale();
}

function calcScale() {
  scaleFactor = min(windowWidth / GAME_W, windowHeight / GAME_H);
}

function draw() {
  background(0);
  push();
  translate((width - GAME_W * scaleFactor) / 2, (height - GAME_H * scaleFactor) / 2);
  scale(scaleFactor);

  // All game drawing at GAME_W x GAME_H logical resolution
  drawGameWorld();

  pop();
}

function windowResized() {
  resizeCanvas(windowWidth, windowHeight);
  calcScale();
}

Touch / Mobile Input for p5.js Games

javascript
let touchActive = false;
let touchX = 0, touchY = 0;

function touchStarted() {
  touchActive = true;
  touchX = mouseX;
  touchY = mouseY;
  return false; // prevent default
}

function touchMoved() {
  touchX = mouseX;
  touchY = mouseY;
  return false;
}

function touchEnded() {
  touchActive = false;
  return false;
}

// Unified input: works for both mouse and touch
function getInputX() { return mouseX; }
function getInputY() { return mouseY; }
function isInputActive() { return mouseIsPressed || touchActive; }

p5.js High Score Persistence with DuckDB

If the game has a database permission, persist high scores:

javascript
async function loadHighScore() {
  try {
    await window.dench.db.execute(`
      CREATE TABLE IF NOT EXISTS game_scores (
        game TEXT, score INTEGER, played_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP
      )
    `);
    const result = await window.dench.db.query(
      `SELECT MAX(score) as high_score FROM game_scores WHERE game = 'my-game'`
    );
    return result.rows?.[0]?.high_score || 0;
  } catch { return 0; }
}

async function saveScore(score) {
  try {
    await window.dench.db.execute(
      `INSERT INTO game_scores (game, score) VALUES ('my-game', ${score})`
    );
  } catch {}
}

3D Games & Experiences with Three.js

Always use Three.js for 3D games, visualizations, and interactive 3D experiences. Three.js is the default choice for anything 3D.

When to Use Three.js

  • 3D games (first-person, third-person, flying, racing)
  • 3D product viewers and configurators
  • Terrain and world visualization
  • 3D data visualization (3D scatter plots, network graphs)
  • Architectural walkthroughs
  • Generative 3D art
  • Physics-based 3D simulations

Three.js App Template

apps/my-3d-app.dench.app/
  .dench.yaml
  index.html
  app.js            # Main Three.js module
  assets/
    model.glb       # 3D models (optional)
    texture.jpg     # Textures (optional)

.dench.yaml:

yaml
name: "3D World"
description: "An interactive 3D experience"
icon: "box"
version: "1.0.0"
entry: "index.html"
runtime: "static"

index.html:

html
<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>3D World</title>
  <script type="importmap">
  {
    "imports": {
      "three": "https://unpkg.com/[email protected]/build/three.module.js",
      "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
    }
  }
  </script>
  <style>
    * { margin: 0; padding: 0; }
    html, body { width: 100%; height: 100%; overflow: hidden; }
    canvas { display: block; }
    #loading {
      position: fixed; inset: 0; display: flex;
      align-items: center; justify-content: center;
      background: #0f0f1a; color: #e8e8f0;
      font-family: -apple-system, BlinkMacSystemFont, sans-serif;
      font-size: 18px; z-index: 10;
      transition: opacity 0.5s;
    }
    #loading.hidden { opacity: 0; pointer-events: none; }
  </style>
</head>
<body>
  <div id="loading">Loading...</div>
  <script type="module" src="app.js"></script>
</body>
</html>

app.js (Three.js module skeleton):

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

// --- Scene setup ---
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0f0f1a);
scene.fog = new THREE.Fog(0x0f0f1a, 50, 200);

const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 5, 10);

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;
document.body.appendChild(renderer.domElement);

// --- Controls ---
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.maxPolarAngle = Math.PI / 2;

// --- Lighting ---
const ambientLight = new THREE.AmbientLight(0x404060, 0.5);
scene.add(ambientLight);

const directionalLight = new THREE.DirectionalLight(0xffffff, 1.5);
directionalLight.position.set(10, 20, 10);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.set(2048, 2048);
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 100;
directionalLight.shadow.camera.left = -30;
directionalLight.shadow.camera.right = 30;
directionalLight.shadow.camera.top = 30;
directionalLight.shadow.camera.bottom = -30;
scene.add(directionalLight);

// --- Ground ---
const groundGeo = new THREE.PlaneGeometry(200, 200);
const groundMat = new THREE.MeshStandardMaterial({ color: 0x1a1a2e, roughness: 0.8 });
const ground = new THREE.Mesh(groundGeo, groundMat);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);

// --- Objects ---
const geometry = new THREE.BoxGeometry(2, 2, 2);
const material = new THREE.MeshStandardMaterial({
  color: 0x6366f1,
  roughness: 0.3,
  metalness: 0.5,
});
const cube = new THREE.Mesh(geometry, material);
cube.position.y = 1;
cube.castShadow = true;
scene.add(cube);

// --- Theme ---
if (window.dench) {
  window.dench.app.getTheme().then(theme => {
    if (theme === 'light') {
      scene.background = new THREE.Color(0xf0f0f5);
      scene.fog = new THREE.Fog(0xf0f0f5, 50, 200);
      groundMat.color.set(0xe8e8f0);
    }
  }).catch(() => {});
}

// --- Hide loading screen ---
document.getElementById('loading')?.classList.add('hidden');

// --- Animation loop ---
const clock = new THREE.Clock();

function animate() {
  requestAnimationFrame(animate);
  const dt = clock.getDelta();
  const elapsed = clock.getElapsedTime();

  cube.rotation.y = elapsed * 0.5;
  cube.position.y = 1 + Math.sin(elapsed) * 0.5;

  controls.update();
  renderer.render(scene, camera);
}

animate();

// --- Resize ---
window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});

Three.js Common Addons

Load additional Three.js modules as needed via the import map:

javascript
// First-person controls
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';

// GLTF model loading
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

// Post-processing
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';

// Environment maps
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';

// Text
import { FontLoader } from 'three/addons/loaders/FontLoader.js';
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';

// Sky
import { Sky } from 'three/addons/objects/Sky.js';

// Water
import { Water } from 'three/addons/objects/Water.js';

// Physics integration (use cannon-es via CDN)
// Add to importmap: "cannon-es": "https://unpkg.com/[email protected]/dist/cannon-es.js"
import * as CANNON from 'cannon-es';

Three.js First-Person Game Pattern

javascript
import * as THREE from 'three';
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);

const controls = new PointerLockControls(camera, document.body);

// Click to enter pointer lock
document.addEventListener('click', () => {
  if (!controls.isLocked) controls.lock();
});

// Movement state
const velocity = new THREE.Vector3();
const direction = new THREE.Vector3();
const keys = { forward: false, backward: false, left: false, right: false, jump: false };

document.addEventListener('keydown', (e) => {
  switch (e.code) {
    case 'KeyW': case 'ArrowUp':    keys.forward = true; break;
    case 'KeyS': case 'ArrowDown':  keys.backward = true; break;
    case 'KeyA': case 'ArrowLeft':  keys.left = true; break;
    case 'KeyD': case 'ArrowRight': keys.right = true; break;
    case 'Space':                   keys.jump = true; break;
  }
});

document.addEventListener('keyup', (e) => {
  switch (e.code) {
    case 'KeyW': case 'ArrowUp':    keys.forward = false; break;
    case 'KeyS': case 'ArrowDown':  keys.backward = false; break;
    case 'KeyA': case 'ArrowLeft':  keys.left = false; break;
    case 'KeyD': case 'ArrowRight': keys.right = false; break;
    case 'Space':                   keys.jump = false; break;
  }
});

let onGround = true;
const MOVE_SPEED = 50;
const JUMP_FORCE = 12;
const GRAVITY = 30;

const clock = new THREE.Clock();

function animate() {
  requestAnimationFrame(animate);
  const dt = Math.min(clock.getDelta(), 0.1);

  if (controls.isLocked) {
    // Apply friction
    velocity.x -= velocity.x * 10.0 * dt;
    velocity.z -= velocity.z * 10.0 * dt;
    velocity.y -= GRAVITY * dt;

    direction.z = Number(keys.forward) - Number(keys.backward);
    direction.x = Number(keys.right) - Number(keys.left);
    direction.normalize();

    if (keys.forward || keys.backward) velocity.z -= direction.z * MOVE_SPEED * dt;
    if (keys.left || keys.right) velocity.x -= direction.x * MOVE_SPEED * dt;
    if (keys.jump && onGround) { velocity.y = JUMP_FORCE; onGround = false; }

    controls.moveRight(-velocity.x * dt);
    controls.moveForward(-velocity.z * dt);
    camera.position.y += velocity.y * dt;

    if (camera.position.y < 1.7) {
      velocity.y = 0;
      camera.position.y = 1.7;
      onGround = true;
    }
  }

  renderer.render(scene, camera);
}

animate();

Three.js GLTF Model Loading

javascript
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';

const loader = new GLTFLoader();
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('https://unpkg.com/[email protected]/examples/jsm/libs/draco/');
loader.setDRACOLoader(dracoLoader);

// Load a model from the app's assets folder
loader.load('assets/model.glb', (gltf) => {
  const model = gltf.scene;
  model.traverse((child) => {
    if (child.isMesh) {
      child.castShadow = true;
      child.receiveShadow = true;
    }
  });
  model.scale.setScalar(1);
  scene.add(model);

  // If the model has animations
  if (gltf.animations.length > 0) {
    const mixer = new THREE.AnimationMixer(model);
    const action = mixer.clipAction(gltf.animations[0]);
    action.play();
    // In animate loop: mixer.update(dt);
  }
}, undefined, (error) => {
  console.error('Model load error:', error);
});

Three.js Post-Processing (Bloom, etc.)

javascript
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';

const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));

const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  0.5,  // strength
  0.4,  // radius
  0.85  // threshold
);
composer.addPass(bloomPass);

// In animate loop, replace renderer.render(scene, camera) with:
// composer.render();

// On resize, also update:
// composer.setSize(window.innerWidth, window.innerHeight);

Three.js Procedural Terrain

javascript
function createTerrain(width, depth, resolution) {
  const geometry = new THREE.PlaneGeometry(width, depth, resolution, resolution);
  const vertices = geometry.attributes.position.array;

  for (let i = 0; i < vertices.length; i += 3) {
    const x = vertices[i];
    const z = vertices[i + 1];
    vertices[i + 2] = noise(x * 0.02, z * 0.02) * 15;
  }

  geometry.computeVertexNormals();

  const material = new THREE.MeshStandardMaterial({
    color: 0x3a7d44,
    roughness: 0.9,
    flatShading: true,
  });

  const mesh = new THREE.Mesh(geometry, material);
  mesh.rotation.x = -Math.PI / 2;
  mesh.receiveShadow = true;
  return mesh;
}

// Simple noise function (for procedural generation without dependencies)
function noise(x, y) {
  const n = Math.sin(x * 12.9898 + y * 78.233) * 43758.5453;
  return n - Math.floor(n);
}

Three.js HUD / UI Overlay

Since Three.js renders to a canvas, use HTML overlays for UI:

html
<div id="hud" style="
  position: fixed; top: 0; left: 0; right: 0;
  padding: 16px; pointer-events: none;
  font-family: -apple-system, BlinkMacSystemFont, sans-serif;
  color: white; z-index: 5;
">
  <div id="score" style="font-size: 24px; font-weight: 700;"></div>
  <div id="health-bar" style="
    width: 200px; height: 8px; border-radius: 4px;
    background: rgba(255,255,255,0.2); margin-top: 8px;
  ">
    <div id="health-fill" style="
      width: 100%; height: 100%; border-radius: 4px;
      background: #22c55e; transition: width 0.3s;
    "></div>
  </div>
</div>
javascript
function updateHUD(score, health) {
  document.getElementById('score').textContent = `Score: ${score}`;
  document.getElementById('health-fill').style.width = `${health}%`;
  document.getElementById('health-fill').style.background =
    health > 50 ? '#22c55e' : health > 25 ? '#f59e0b' : '#ef4444';
}

Full Game Examples

Example 1: Arcade Game (p5.js)

A complete asteroid-dodge game with scoring, particles, and game states.

.dench.yaml:

yaml
name: "Asteroid Dodge"
description: "Dodge the falling asteroids! Arrow keys or WASD to move."
icon: "rocket"
version: "1.0.0"
entry: "index.html"
runtime: "static"

index.html:

html
<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>Asteroid Dodge</title>
  <script src="https://unpkg.com/p5@1/lib/p5.min.js"></script>
  <style>
    * { margin: 0; padding: 0; }
    html, body { width: 100%; height: 100%; overflow: hidden; background: #0a0a1a; }
    canvas { display: block; }
  </style>
</head>
<body>
  <script src="game.js"></script>
</body>
</html>

game.js:

javascript
const State = { MENU: 0, PLAY: 1, OVER: 2 };
let state = State.MENU;
let player, asteroids, particles, stars;
let score, highScore = 0, spawnTimer, difficulty;

function setup() {
  createCanvas(windowWidth, windowHeight);
  textFont('system-ui');

  stars = Array.from({ length: 100 }, () => ({
    x: random(width), y: random(height), s: random(1, 3), b: random(100, 255)
  }));

  if (window.dench) {
    window.dench.app.getTheme().catch(() => {});
  }
}

function resetGame() {
  player = { x: width / 2, y: height - 80, size: 24, speed: 5, lives: 3, invincible: 0 };
  asteroids = [];
  particles = [];
  score = 0;
  spawnTimer = 0;
  difficulty = 1;
}

function draw() {
  background(10, 10, 26);
  drawStars();

  switch (state) {
    case State.MENU: drawMenu(); break;
    case State.PLAY: updateGame(); drawGame(); drawHUD(); break;
    case State.OVER: drawGame(); drawHUD(); drawGameOver(); break;
  }
}

function drawStars() {
  noStroke();
  for (const s of stars) {
    fill(255, s.b);
    ellipse(s.x, s.y, s.s);
    s.y += s.s * 0.3;
    if (s.y > height) { s.y = 0; s.x = random(width); }
  }
}

function drawMenu() {
  fill(255);
  textAlign(CENTER, CENTER);
  textSize(min(width * 0.08, 56));
  textStyle(BOLD);
  text('ASTEROID DODGE', width / 2, height / 2 - 60);
  textSize(min(width * 0.03, 18));
  textStyle(NORMAL);
  fill(180);
  text('Arrow keys or WASD to move', width / 2, height / 2 + 10);
  fill(99, 102, 241);
  text('Press SPACE or ENTER to start', width / 2, height / 2 + 50);
  if (highScore > 0) {
    fill(120);
    textSize(14);
    text('High Score: ' + highScore, width / 2, height / 2 + 90);
  }
}

function updateGame() {
  // Player movement
  if (keyIsDown(LEFT_ARROW) || keyIsDown(65)) player.x -= player.speed;
  if (keyIsDown(RIGHT_ARROW) || keyIsDown(68)) player.x += player.speed;
  if (keyIsDown(UP_ARROW) || keyIsDown(87)) player.y -= player.speed;
  if (keyIsDown(DOWN_ARROW) || keyIsDown(83)) player.y += player.speed;
  player.x = constrain(player.x, player.size, width - player.size);
  player.y = constrain(player.y, player.size, height - player.size);
  if (player.invincible > 0) player.invincible--;

  // Spawn asteroids
  difficulty = 1 + score / 500;
  spawnTimer++;
  if (spawnTimer > max(15, 45 - difficulty * 3)) {
    asteroids.push({
      x: random(width), y: -30,
      size: random(15, 35),
      vy: random(2, 4) * difficulty,
      vx: random(-1, 1),
      rot: random(TWO_PI),
      rotSpeed: random(-0.05, 0.05),
    });
    spawnTimer = 0;
  }

  // Update asteroids
  for (let i = asteroids.length - 1; i >= 0; i--) {
    const a = asteroids[i];
    a.y += a.vy;
    a.x += a.vx;
    a.rot += a.rotSpeed;

    if (a.y > height + 50) {
      asteroids.splice(i, 1);
      score += 10;
      continue;
    }

    // Collision
    if (player.invincible <= 0 && dist(player.x, player.y, a.x, a.y) < player.size + a.size / 2) {
      spawnParticles(a.x, a.y, color(239, 68, 68), 20);
      asteroids.splice(i, 1);
      player.lives--;
      player.invincible = 90;
      if (player.lives <= 0) {
        highScore = max(highScore, score);
        state = State.OVER;
      }
    }
  }

  // Update particles
  for (let i = particles.length - 1; i >= 0; i--) {
    const p = particles[i];
    p.x += p.vx; p.y += p.vy; p.vy += 0.05; p.life -= 0.02;
    if (p.life <= 0) particles.splice(i, 1);
  }

  score++;
}

function drawGame() {
  // Draw asteroids
  for (const a of asteroids) {
    push();
    translate(a.x, a.y);
    rotate(a.rot);
    fill(120, 120, 140);
    stroke(80, 80, 100);
    strokeWeight(1);
    beginShape();
    for (let i = 0; i < 7; i++) {
      const angle = map(i, 0, 7, 0, TWO_PI);
      const r = a.size / 2 * (0.7 + 0.3 * sin(i * 2.5));
      vertex(cos(angle) * r, sin(angle) * r);
    }
    endShape(CLOSE);
    pop();
  }

  // Draw particles
  noStroke();
  for (const p of particles) {
    fill(red(p.col), green(p.col), blue(p.col), p.life * 255);
    ellipse(p.x, p.y, p.size * p.life);
  }

  // Draw player
  if (state === State.PLAY) {
    if (player.invincible <= 0 || frameCount % 6 < 3) {
      push();
      translate(player.x, player.y);
      fill(99, 102, 241);
      noStroke();
      triangle(0, -player.size, -player.size * 0.6, player.size * 0.6, player.size * 0.6, player.size * 0.6);
      fill(129, 140, 248);
      triangle(0, -player.size * 0.5, -player.size * 0.3, player.size * 0.3, player.size * 0.3, player.size * 0.3);
      pop();
    }
  }
}

function drawHUD() {
  fill(255);
  noStroke();
  textAlign(LEFT, TOP);
  textSize(20);
  textStyle(BOLD);
  text('Score: ' + score, 20, 20);
  textStyle(NORMAL);
  textSize(14);
  fill(200);
  for (let i = 0; i < player.lives; i++) {
    fill(239, 68, 68);
    ellipse(20 + i * 22, 55, 14);
  }
}

function drawGameOver() {
  fill(0, 0, 0, 150);
  rect(0, 0, width, height);
  fill(239, 68, 68);
  textAlign(CENTER, CENTER);
  textSize(min(width * 0.07, 48));
  textStyle(BOLD);
  text('GAME OVER', width / 2, height / 2 - 40);
  fill(255);
  textSize(22);
  textStyle(NORMAL);
  text('Score: ' + score, width / 2, height / 2 + 10);
  fill(180);
  textSize(16);
  text('Press SPACE to play again', width / 2, height / 2 + 50);
}

function spawnParticles(x, y, col, count) {
  for (let i = 0; i < count; i++) {
    const angle = random(TWO_PI);
    const speed = random(1, 5);
    particles.push({
      x, y, vx: cos(angle) * speed, vy: sin(angle) * speed,
      size: random(4, 10), col, life: 1.0,
    });
  }
}

function keyPressed() {
  if (state === State.MENU && (key === ' ' || key === 'Enter')) {
    state = State.PLAY;
    resetGame();
  } else if (state === State.OVER && (key === ' ' || key === 'Enter')) {
    state = State.PLAY;
    resetGame();
  }
}

function windowResized() {
  resizeCanvas(windowWidth, windowHeight);
}

Example 2: 3D Scene Viewer (Three.js)

.dench.yaml:

yaml
name: "3D Playground"
description: "Interactive 3D scene with orbit controls"
icon: "box"
version: "1.0.0"
entry: "index.html"
runtime: "static"

index.html:

html
<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>3D Playground</title>
  <script type="importmap">
  {
    "imports": {
      "three": "https://unpkg.com/[email protected]/build/three.module.js",
      "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
    }
  }
  </script>
  <style>
    * { margin: 0; padding: 0; }
    html, body { width: 100%; height: 100%; overflow: hidden; }
    canvas { display: block; }
  </style>
</head>
<body>
  <script type="module" src="scene.js"></script>
</body>
</html>

scene.js:

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

const scene = new THREE.Scene();
let bgColor = 0x0f0f1a;

if (window.dench) {
  window.dench.app.getTheme().then(t => {
    bgColor = t === 'light' ? 0xf0f0f5 : 0x0f0f1a;
    scene.background = new THREE.Color(bgColor);
    scene.fog = new THREE.Fog(bgColor, 30, 100);
  }).catch(() => {});
}

scene.background = new THREE.Color(bgColor);
scene.fog = new THREE.Fog(bgColor, 30, 100);

const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 0.1, 500);
camera.position.set(8, 6, 12);

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);

const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;

scene.add(new THREE.AmbientLight(0x404060, 0.6));
const sun = new THREE.DirectionalLight(0xffffff, 1.5);
sun.position.set(10, 20, 10);
sun.castShadow = true;
sun.shadow.mapSize.set(1024, 1024);
scene.add(sun);

const ground = new THREE.Mesh(
  new THREE.PlaneGeometry(60, 60),
  new THREE.MeshStandardMaterial({ color: 0x1a1a2e, roughness: 0.8 })
);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);

const shapes = [];
const colors = [0x6366f1, 0x22c55e, 0xf59e0b, 0xef4444, 0x06b6d4];

for (let i = 0; i < 12; i++) {
  const geos = [
    new THREE.BoxGeometry(1, 1, 1),
    new THREE.SphereGeometry(0.6, 32, 32),
    new THREE.ConeGeometry(0.5, 1.2, 6),
    new THREE.TorusGeometry(0.5, 0.2, 16, 32),
    new THREE.OctahedronGeometry(0.6),
  ];
  const geo = geos[Math.floor(Math.random() * geos.length)];
  const mat = new THREE.MeshStandardMaterial({
    color: colors[Math.floor(Math.random() * colors.length)],
    roughness: 0.3, metalness: 0.5,
  });
  const mesh = new THREE.Mesh(geo, mat);
  mesh.position.set(
    (Math.random() - 0.5) * 16,
    0.5 + Math.random() * 3,
    (Math.random() - 0.5) * 16
  );
  mesh.castShadow = true;
  mesh.userData = {
    baseY: mesh.position.y,
    phase: Math.random() * Math.PI * 2,
    rotSpeed: (Math.random() - 0.5) * 0.02,
  };
  scene.add(mesh);
  shapes.push(mesh);
}

const clock = new THREE.Clock();

function animate() {
  requestAnimationFrame(animate);
  const t = clock.getElapsedTime();

  for (const s of shapes) {
    s.position.y = s.userData.baseY + Math.sin(t + s.userData.phase) * 0.4;
    s.rotation.y += s.userData.rotSpeed;
  }

  controls.update();
  renderer.render(scene, camera);
}
animate();

addEventListener('resize', () => {
  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(innerWidth, innerHeight);
});

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