Agent skill
three-js-interactive-builder
Scaffold and build interactive 3D visualizations using Three.js with emphasis on algorithmic art, sacred geometry, temporal animations, and modular architecture. Use when creating WebGL visualizations, generative art pieces, interactive 3D experiences, particle systems, flow fields, or projects like gravitational spirals, temporal perspective pieces, or illuminated visual narratives. Triggers on requests for Three.js projects, 3D web graphics, algorithmic visualizations, or sacred geometry renders.
Install this agent skill to your Project
npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/three-js-interactive-builder
SKILL.md
Three.js Interactive Builder
Build production-ready Three.js visualizations with algorithmic art principles.
Core Architecture
Every project follows modular synthesis philosophy: components as oscillators, connections as patches.
project/
├── index.html # Entry point with canvas
├── src/
│ ├── main.js # Scene orchestrator
│ ├── geometry/ # Shape generators
│ ├── animation/ # Temporal controllers
│ ├── shaders/ # GLSL programs
│ └── utils/ # Math helpers
└── assets/ # Textures, fonts
Quick Start
- Copy boilerplate from
assets/threejs-boilerplate/ - Initialize scene with preferred renderer settings
- Add geometry generators from
scripts/ - Wire animation loops
Geometry Patterns
Sacred Geometry Primitives
Use scripts/sacred_geometry.py to generate vertex data for:
- Flower of Life: Overlapping circles, customizable depth
- Metatron's Cube: 13-circle formation with connecting lines
- Sri Yantra: 9 interlocking triangles
- Seed of Life: 7-circle genesis pattern
- Vesica Piscis: Intersection geometry
Spiral Systems
For gravitational/golden spirals:
function goldenSpiral(loops, pointsPerLoop, scale) {
const phi = (1 + Math.sqrt(5)) / 2;
const points = [];
for (let i = 0; i < loops * pointsPerLoop; i++) {
const theta = i * 0.1;
const r = scale * Math.pow(phi, theta / (2 * Math.PI));
points.push(new THREE.Vector3(r * Math.cos(theta), r * Math.sin(theta), 0));
}
return points;
}
Lane Systems
For multi-lane visualizations (soul lanes, data streams):
function createLaneSystem(laneCount, radius, spacing) {
const lanes = [];
for (let i = 0; i < laneCount; i++) {
lanes.push({ radius: radius + (i * spacing), objects: [], speed: 1 / (i + 1) });
}
return lanes;
}
Animation Patterns
Temporal Perspective
For simultaneous time visualization (all moments visible at once):
class TemporalController {
constructor(timeline) {
this.moments = timeline;
this.currentView = 'linear';
}
setSimultaneous() {
this.moments.forEach((m, i) => {
m.mesh.visible = true;
m.mesh.material.opacity = 0.3 + (0.7 * (i / this.moments.length));
});
}
}
Breath-Based Animation
Organic pulsing using sine waves:
function breathe(object, speed = 1, amplitude = 0.1) {
const scale = 1 + Math.sin(Date.now() * 0.001 * speed) * amplitude;
object.scale.setScalar(scale);
}
Shader Patterns
See references/glsl-patterns.md for glow effects, noise functions, color gradients, and symbol rendering.
Project Types
Algorithmic Art: Define rules → Generate geometry → Add temporal dimension → Apply aesthetic layer
Interactive Visualization: OrbitControls → Raycasting → UI overlay → State management
Narrative Experience: Story beats as states → Transitions → Audio cues → Navigation
Performance
- BufferGeometry for >1000 vertices
- InstancedMesh for repeated objects
- LOD for complex scenes
- Merge geometries to reduce draw calls
References
references/glsl-patterns.md- Shader code libraryreferences/sacred-geometry-math.md- Mathematical foundations
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