threejs
無料Build 3D web apps with Three.js (WebGL/WebGPU). Use for 3D scenes, animations, custom shaders, PBR materials, VR/XR experiences, games, data visualizations, product configurators.
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
Build 3D web apps with Three.js (WebGL/WebGPU). Use for 3D scenes, animations, custom shaders, PBR materials, VR/XR experiences, games, data visualizations, product configurators.
日本語の概要は準備中です。原文の説明を表示しています。
Build, run, debug and ship 3D city games in Godot 4 — procedurally generated cities (block grids, districts, weighted building typologies, MultiMesh batching, facade shaders, terrain, day/night, landmarks), first-person controllers, headless verification, Blender-generated .glb assets, rigged character and animation packs, real OpenStreetMap-derived cities, WebAssembly export, and cloud GPU streaming on GCP. Use this skill whenever the work involves Godot or a .gd/.tscn/.gdshader/project.godot file; whenever someone wants to start, set up, clone onto a new machine, or stand up a 3D game or city generator; whenever they mention procedural city, city generator, block grid, building typology, MultiMesh, facade shader, terrain heightmap, navmesh, Godot export templates, export presets, headless Godot, .glb pipeline, Blender asset generation, character rigs or borrowed animations; and whenever they want to deploy or share a game — web export, SharedArrayBuffer/COOP/COEP, Selkies, pixel streaming, GPU VM, or "let people play this without installing anything." Reach for it even on vague asks like "get this running", "why is my city slow", "my model faces backwards", "make it work on a cloud machine", or "set this up somewhere else too" when a Godot 3D project is in play.
日本語の概要は準備中です。原文の説明を表示しています。
Extract, define, and apply design DNA across three dimensions: design system (tokens), design style (qualitative feel), and visual effects (Canvas, WebGL, 3D, particles, shaders, scroll effects, etc.). Use this skill when: (1) a user wants to see the full 3-dimension design structure/schema, (2) a user provides images, screenshots, or URLs of reference designs and wants them analyzed into a structured JSON profile covering all three dimensions, (3) a user has a Design DNA JSON and content and wants a design generated from it, or (4) any combination of these phases. Triggers on "design DNA", "extract design style", "analyze design", "design tokens from reference", "generate design from JSON", "design system from screenshot", "design profile", "style guide JSON", "visual effects analysis", "design with effects", "3d design analysis".
日本語の概要は準備中です。原文の説明を表示しています。
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
日本語の概要は準備中です。原文の説明を表示しています。
Architecture rules for GPU rendering with TypeGPU/WebGPU — games, data visualisation, canvases, any app that draws with the GPU. Use when adding or changing passes, shaders, buffers, textures, pipelines, frame orchestration, GPU resource lifetimes, or checks that judge rendered output.
日本語の概要は準備中です。原文の説明を表示しています。
Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, USD/USDZ files, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, USDKit, ProMotion.
日本語の概要は準備中です。原文の説明を表示しています。
Use when an agent drives Godot 4.7 on a Mac for any task: headless --script jobs, --import, --check-only, command-line exports, GUT tests, windowed screenshots, the headless editor (-e) or an MCP server into a running editor; when a run hangs or fails silently, a capture is black, Godot 3 code breaks in 4.x, 'Identifier not found', export templates are missing; or when a Godot brief (2D, 3D, shaders, VFX, UI, multiplayer, export) must go to the right scenario-godot-* specialist.
日本語の概要は準備中です。原文の説明を表示しています。
Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".
日本語の概要は準備中です。原文の説明を表示しています。
Builds game systems with Unity/Unreal Engine, implements ECS architecture, configures physics and multiplayer networking, optimizes frame rates, and develops shaders.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.
日本語の概要は準備中です。原文の説明を表示しています。
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects. Covers meta tags, RichTextEffect shaders, and dynamic content. Use when implementing dialogue systems OR formatted text. Keywords RichTextLabel, BBCode, [b], [color], [url], meta_clicked, RichTextEffect, dialogue.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile.
日本語の概要は準備中です。原文の説明を表示しています。
Build crafted, highly detailed, interactive isometric SVG figures that explain a technical idea as a real physical object (a test rig, a dial gauge, a cabinet of drawers, a plotter, a lock), with many small precise solid parts, four-tone shading, correct painter's order, a framed card with title, hint and live readout, and calm eased motion. Use this whenever someone wants an isometric illustration, an explanatory diagram or figure for docs, a blog post, a landing page or an article, a "Linear-style" or "premium" technical drawing, an interactive explainer, or an SVG that shows how a system, algorithm or component works, even if they never say "isometric". Works framework-free (TypeScript/JS that writes SVG and HTML) and in React/Next.js, and can add realistic WebGL shaders (fire, exhaust, water, caustics, lamp light) that live inside the drawing in the same isometric perspective.
日本語の概要は準備中です。原文の説明を表示しています。
Import Figma content into a HyperFrames composition — rendered assets, brand tokens, components, storyboard sections → reconstructed motion (frames read as states, not slides) (REST/CLI), connector-assisted motion when available, and shaders from a connector or native export. Use when the user pastes a figma.com link or asks to bring a Figma design, frame, logo, brand, or animation into a video/composition.
日本語の概要は準備中です。原文の説明を表示しています。
Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects.
日本語の概要は準備中です。原文の説明を表示しています。
Three.js and React Three Fiber sub-skill - 3D scenes, shaders, postprocessing.
日本語の概要は準備中です。原文の説明を表示しています。
Advanced SwiftUI visuals - Metal shaders (.colorEffect, .layerEffect, .distortionEffect), .visualEffect, Liquid Glass (iOS 26), Canvas, holographic and CRT effects.
日本語の概要は準備中です。原文の説明を表示しています。
Standalone WebGL fragment shaders for card visual effects: holographic foil, shimmer, rarity glow.
日本語の概要は準備中です。原文の説明を表示しています。
Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.
日本語の概要は準備中です。原文の説明を表示しています。
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
日本語の概要は準備中です。原文の説明を表示しています。
Create distinctive, production-grade web frontend interfaces with high design quality. Use when the user explicitly asks to build or substantially redesign a web component, page, or application. Only applies when repository inspection confirms that the visual surface is a browser-rendered web UI. Do not use for native or GPU-rendered graphics, shaders, games, terminal UIs, or other non-web visual systems. Ignore incidental mentions and traces.
日本語の概要は準備中です。原文の説明を表示しています。
Production guidance for planning, building, animating, capturing, and reviewing complete Three.js scenes for rendered media. Use for browser-native 3D product shots, title sequences, procedural worlds, glTF scene assembly, camera and lighting animation, shaders, post-processing, deterministic frame export, and Three.js render QA; not for modeling standalone assets, WebXR interaction, or generic website decoration.
日本語の概要は準備中です。原文の説明を表示しています。
CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing effects.
日本語の概要は準備中です。原文の説明を表示しています。