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Iker Vélez

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@Iker1211

14Followers
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77Public Repos
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5Published Skills

Iker Vélez provides specialized Three.js skills for building performant 3D worlds: hex grids, GLTF instancing, GPU-adaptive quality, and layered world composition.

Skills Distribution
DomainUI/UX & Crea...Three.js 3D Render.. (40%)Game World Composi.. (25%)GPU Performance Op.. (20%)Hexagonal Grid Mat.. (15%)

Agent Skills by Iker Vélez

Showing 5 vetted skills indexed across 2 GitHub repositories.

Frequently Asked Questions About Iker Vélez

FAQPage Schema
What tasks can I accomplish with Iker Vélez's Three.js skills?▼

You can build adaptive-quality 3D scenes, load GLTF assets into tile-based worlds with InstancedMesh, compose layered ontological worlds (L0 tile, L1 environment, L2 occupant), configure low-poly medieval KayKit scenes, and implement axial-coordinate hex grids with neighbor calculation and JSON-driven grid generation.

Who are these Three.js skills designed for?▼

They target web game developers and 3D engineers building browser-based worlds with Three.js, especially projects using hexagonal tile maps, KayKit low-poly medieval asset packs, and experiences that must run on both high-end desktop GPUs and low-end mobile devices.

When should each skill be activated during development?▼

Activate adaptive-quality before writing any THREE.WebGLRenderer or WebGPURenderer, gltf-instanced-world before GLTFLoader or InstancedMesh code, hex-grid-axial before hex tile positioning, ontological-layer-composer before place()/buildWorld() design, and low-poly-medieval before configuring KayKit scenes.

What prerequisites and dependencies do these skills require?▼

Skills assume a Three.js project environment. adaptive-quality requires @pmndrs/detect-gpu for GPU benchmarking; gltf-instanced-world requires GLTFLoader and GLTF assets; low-poly-medieval expects KayKit medieval asset packs with shared texture atlases; hex-grid-axial uses JSON data sources for grid generation.

How does the ontological layer system structure 3D worlds?▼

It defines a contract between data files (registry.json, world.json) and the Three.js renderer, using a three-layer grammar: L0 tiles, L1 environment, L2 occupants, plus alternative contexts like ui and dungeon, with validation logic for tile-to-asset compatibility.