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This skill helps you build lightweight 3D browser games with minimal rendering for mobile performance using a single-file Three.js setup.
npx playbooks add skill openclaw/skills --skill remix-agent-publishReview the files below or copy the command above to add this skill to your agents.
---
name: threejs-lite
description: Build lightweight mobile-friendly 3D browser games with Three.js, optimized for Remix/Farcade constraints and single-file delivery.
metadata:
tags: threejs, webgl, game-dev, 3d, remix
---
# Three.js Lite
Use this skill when a user wants a 3D browser game with minimal rendering complexity and stable mobile performance.
## Workflow
1. Start from `assets/starter-single-file.html`.
2. Implement one camera, one scene, one gameplay loop.
3. Add player input and terminal condition before adding visual polish.
4. Keep geometry/material count small and predictable.
5. If targeting Remix/Farcade, apply hooks in `references/remix-farcade-integration.md`.
6. Validate required hooks (`gameOver`, `onPlayAgain`, `onToggleMute`) before handoff.
## Guardrails
- Keep draw calls low and avoid postprocessing by default.
- Prefer simple `MeshBasicMaterial`/`MeshStandardMaterial` setups.
- Avoid dynamic shadows on first pass.
- For Remix uploads, output single-file HTML with inline JS/CSS unless user asks otherwise.
- For Remix uploads, include `<script src="https://cdn.jsdelivr.net/npm/@farcade/[email protected]/dist/index.min.js"></script>` in HTML `<head>`.
- Treat 3D as optional style; gameplay clarity is higher priority than visual complexity.
## References
- `references/threejs-mobile-patterns.md` for scene setup, controls, and perf budgets.
- `references/remix-farcade-integration.md` for SDK hooks required by Remix validation.
This skill helps you build lightweight, mobile-friendly 3D browser games using Three.js that fit Remix/Farcade constraints and single-file delivery. It focuses on minimal rendering complexity, predictable performance, and a straightforward workflow to get gameplay working before adding visual polish. The goal is small payloads, stable mobile framerates, and simple handoff-ready HTML for Remix uploads.
Start from a single-file HTML template that contains one camera, one scene, and a single gameplay loop. The skill enforces guardrails like low draw-call budgets, simple materials, no postprocessing by default, and validated Remix/Farcade SDK hooks (gameOver, onPlayAgain, onToggleMute) when publishing. It includes references and patterns for mobile performance, control schemes, and integration notes for Remix/Farcade uploads.
Do I have to deliver a single-file HTML?
For Remix/Farcade targets, single-file HTML with inline JS/CSS is the default recommendation; exceptions can be made if explicitly requested.
Which materials and effects should I avoid initially?
Avoid dynamic shadows, heavy postprocessing, and complex shader passes. Prefer MeshBasicMaterial or MeshStandardMaterial and add advanced effects only after gameplay is solid.