14 Claude Code skills for building mobile-optimized 3D games using Three.js, Entity Component Systems, React Three Fiber, and TypeScript with performance best practices.
git clone https://github.com/Nice-Wolf-Studio/claude-skills-threejs-ecs-ts.gitThis skill collection provides 14 specialized Claude Code skills for building high-performance mobile 3D games using Three.js and Entity Component Systems architecture. It covers scene setup, geometry and material management, texture optimization, mobile performance tuning, touch input handling, and React Three Fiber integration with type-safe TypeScript patterns. Developers can use these skills to implement efficient rendering pipelines, data-oriented game architecture, adaptive quality systems, and unified input handling across keyboard, mouse, touch, and gamepad devices. The skills include practical patterns for geometry pooling, raycasting interactions, gesture detection, and performance monitoring optimized for mobile browsers.
Clone the repository and link it to Claude Code's plugins directory, then reference skills by name (e.g., 'Use the threejs-scene-setup skill'). Install dependencies with npm (three, @react-three/fiber, @react-three/drei) and invoke relevant skills sequentially—start with device detection and canvas setup, then add ECS architecture, input handling, and optimization layers.
Setting up optimized Three.js scenes with proper resource management and animation loops
Building mobile 3D games with adaptive quality scaling based on device capabilities
Implementing Entity Component Systems for data-oriented game architecture
Creating touch-based controls with multi-touch gesture support and virtual joysticks
No install command available. Check the GitHub repository for manual installation instructions.
git clone https://github.com/Nice-Wolf-Studio/claude-skills-threejs-ecs-tsCopy the install command above and run it in your terminal.
Launch Claude Code, Cursor, or your preferred AI coding agent.
Use the prompt template or examples below to test the skill.
Adapt the skill to your specific use case and workflow.
I'm building a 3D game using Three.js, TypeScript, and an Entity Component System (ECS) architecture. I need help with [SPECIFIC TASK], such as setting up the ECS framework, creating reusable components, or optimizing performance. Here's my current code structure: [CODE STRUCTURE]. Can you provide guidance or code examples to help me implement this effectively?
# Three.js ECS Architecture Guidance
## Recommended ECS Framework
Based on your requirements, I recommend using the `ecsy` framework for your Three.js project. It's lightweight, TypeScript-friendly, and integrates well with Three.js.
```typescript
import { World, System, Component } from 'ecsy'
// Example component
class PositionComponent extends Component {
x = 0
y = 0
z = 0
}
// Example system
class MovementSystem extends System {
execute(delta, world) {
const entities = world.queryEntities(PositionComponent)
// Movement logic here
}
}
```
## Three.js Integration
To integrate with Three.js, create a system that updates your Three.js objects based on ECS components:
```typescript
class RenderSystem extends System {
execute() {
const entities = world.queryEntities(PositionComponent, RenderComponent)
entities.forEach(entity => {
const position = entity.getComponent(PositionComponent)
const render = entity.getComponent(RenderComponent)
render.object3D.position.set(position.x, position.y, position.z)
})
}
}
```
## Performance Optimization
1. **Entity Pooling**: Implement an object pool for frequently created/destroyed entities
2. **Component Caching**: Cache frequently accessed components
3. **System Optimization**: Process only active entities in each system
4. **Three.js Optimization**: Use instanced meshes for similar objectsAI assistant built for thoughtful, nuanced conversation
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