Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.
Use this skill for the default non-React 3D path in the plugin. This is not generic WebGL advice. It is an opinionated stack for browser 3D work:
threeGLTFLoader, DRACOLoader, and KTX2LoaderUse this skill when the project wants direct scene, camera, renderer, and game-loop control. If the app already lives in React, route to ../react-three-fiber-game/SKILL.md instead.
For exploration, traversal, and character-control prototypes, start with a sparse shell:
Only add larger UI surfaces when the game loop truly requires them. Journal, quest log, codex, map, and settings surfaces should open on demand, not occupy the viewport by default.
Use the module shape in ../../references/three-webgl-architecture.md, then keep these boundaries clean:
simulation/: rules, progression, state, and AIrender/app/: renderer, scene, camera, resize, context lifecyclerender/loaders/: GLTF, Draco, KTX2, texture, and environment loadingrender/objects/: mesh instantiation and disposalrender/materials/: material setup and shader boundariesphysics/: Rapier world, bodies, colliders, and simulation bridgeui/: DOM overlays and menusdiagnostics/: debug toggles, perf probes, and capture hooksGLTFLoader for shipped 3D content.DRACOLoader or Meshopt-compatible optimization as part of the asset pipeline, not as a random runtime patch.KTX2Loader for compressed textures when the asset pipeline provides them.Do not claim that this plugin offers equal 3D depth to the Phaser track. It supports serious 3D implementation, but the plugin is still 2D-first overall.
../web-game-foundations/SKILL.md../game-ui-frontend/SKILL.md../../references/three-hud-layout-patterns.md../../references/threejs-stack.md../../references/three-webgl-architecture.md../../references/threejs-vanilla-starter.md../../references/gltf-loading-starter.md../../references/rapier-integration-starter.md../../references/web-3d-asset-pipeline.md../../references/webgl-debugging-and-performance.md