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- Martinholovsky
- Claude Skills Generator
- Threejs Tresjs
threejs-tresjs_skill
- Shell
25
GitHub Stars
1
Bundled Files
2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
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Installation
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npx veilstrat add skill martinholovsky/claude-skills-generator --skill threejs-tresjs- SKILL.md18.5 KB
Overview
This skill provides practical guidance for building 3D HUD interfaces using Three.js and TresJS (Vue 3). It focuses on performant, memory-safe holographic panels, animated indicators, and real-time metric visualizations for the JARVIS AI Assistant. Risk-aware patterns cover GPU protection, safe input parsing, and fallbacks for non-WebGL devices.
How this skill works
The skill inspects common HUD patterns and prescribes secure, test-driven implementations using TresJS components and Vue composition API. It enforces resource disposal, instancing, LOD, texture atlases, and frustum culling to sustain 60fps. It also includes safe color parsing and text sanitization to avoid ReDoS and XSS vectors.
When to use it
- Building holographic HUD panels and control surfaces for an assistant UI
- Displaying animated status indicators, gauges, and metric readouts
- Rendering many repeated elements (particles, icons) where instancing improves performance
- Creating real-time 3D overlays that must run reliably on browsers with varying GPU capacity
- Prototyping TresJS components with unit and render tests before production deployment
Best practices
- Start with tests: write failing tests for rendering, disposal, and animation loops
- Dispose geometries, textures, and materials on unmount to prevent GPU memory leaks
- Validate and sanitize all user inputs (colors, text) to prevent ReDoS and injection issues
- Use InstancedMesh, LOD, texture atlases, and frustum culling to reduce draw calls and memory use
- Protect the GPU: implement frame skipping, powerPreference hints, and object pooling for heavy scenes
Example use cases
- A JARVIS HUD showing live system metrics with 3D gauges and animated status rings
- A particle-based system visualization using InstancedMesh for thousands of elements
- A compact HUD panel library with sanitized text, texture atlases, and LOD for mobile/desktop
- A test suite that mocks WebGL context to verify render output, frame timing, and resource disposal
- An accessibility fallback that detects absent WebGL and renders a 2D HTML alternative
FAQ
Use instancing, LOD, texture atlases, frustum culling, object pooling, and an RAF loop that skips frames when not needed; prefer powerPreference:'high-performance' only when appropriate.
What’s the safest way to accept color and text from users?
Validate color strings against strict regex patterns before creating Color instances, and sanitize text (strip angle brackets, limit length) before rendering to 3D text meshes.