threejs-world-generation

Generate deterministic, editable Three.js 3D worlds with terrain, regions, landmarks, and camera paths.

Updated Sep 1, 2026
One-click install
npx skills add https://github.com/zamansepeti43/c-rak-agent --skill threejs-world-generation-zamansepeti43
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: threejs-world-generation
Source: https://github.com/zamansepeti43/c-rak-agent/tree/main/video-engine/.agents/skills/threejs-world-generation
Command: npx skills add https://github.com/zamansepeti43/c-rak-agent --skill threejs-world-generation-zamansepeti43

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Creating coherent, free-viewpoint 3D environments from text briefs is difficult: ad-hoc scene assembly produces disconnected shots, untextured primitives, and worlds that cannot be edited after rendering. This Skill builds a persistent, deterministic Three.js scene graph with semantic regions, procedural terrain, explicit landmarks, and camera fly-throughs that remain editable after delivery. ## Core Features & Use Cases - Structured world specification: Author a single world_spec JSON defining seed, terrain, semantic regions, atmosphere, landmarks, and camera paths, keeping explicit user constraints separate from inferred details. - Two fidelity tiers: Use blockout for fast layout validation or production for licensed GLTF/GLB asset catalogs, PBR terrain layers, and textured hero frames. - Render-guided refinement: Inspect global, regional, and walk-level snapshots in cinematic, semantic, or wireframe modes, then fix only the affected region while preserving seeds and stable IDs. - Use Case: Given a brief like "a volcanic rift dividing a living valley with a dawn fly-through", produce an editable HyperFrames workspace with terrain, scattered assets, landmarks, and a 60-second camera path, then iterate up to three bounded refinement rounds before delivery. ## Quick Start Ask the agent to use threejs-world-generation to turn your world brief into a deterministic, editable Three.js world with a camera fly-through.

Frequently Asked Questions about threejs-world-generation

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate a 3D world from a text description with Three.js?▼

Author a world_spec JSON containing a seed, world dimensions, semantic regions, atmosphere, landmarks, and a camera path, then call the threejs_world tool with operation "build". The tool emits an editable HyperFrames workspace including world.json, world-runtime.js, and a validation report.

What is the difference between blockout and production quality tiers?▼

Blockout uses procedural primitives and vertex colors for fast layout and semantic validation. Production requires licensed local GLTF/GLB catalogs, at least eight models across four semantic categories, three PBR terrain layers, and forbids primitive landmark fallbacks.

When should I use Three.js versus Blender for 3D world rendering?▼

Choose Three.js with HyperFrames when the deliverable is a code-native, editable interactive world rendered in the browser. Choose Blender for reference-grade hero rendering of dense scenery, using FFmpeg only to package Blender's numbered frames with approved audio.

Can I edit the generated 3D world after rendering?▼

Yes. The world spec, regions, landmarks, camera keys, and palette all keep stable IDs and fields, so world.json and world-spec.js remain editable assets. Refinement changes only the affected region while preserving the seed and unrelated parameters.

What are the limitations of procedural Three.js world generation?▼

It does not reproduce WorldClaw's GPT-Image-2, SAM3, or Hunyuan3D pipeline, and it does not provide articulated assets, game physics, navigation meshes, or interaction logic. It also forbids unseeded randomness, remote models, and render-time asset fetches.