distributions/claude/skills/three-js-interactive-builder/SKILL.md
Scaffold and build interactive 3D visualizations using Three.js with emphasis on algorithmic art, sacred geometry, temporal animations, and modular architecture. Use when creating WebGL visualizations, generative art pieces, interactive 3D experiences, particle systems, flow fields, or projects like gravitational spirals, temporal perspective pieces, or illuminated visual narratives. Triggers on requests for Three.js projects, 3D web graphics, algorithmic visualizations, or sacred geometry renders.
npx skillsauth add organvm-iv-taxis/a-i--skills three-js-interactive-builderInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Build production-ready Three.js visualizations with algorithmic art principles.
Every project follows modular synthesis philosophy: components as oscillators, connections as patches.
project/
├── index.html # Entry point with canvas
├── src/
│ ├── main.js # Scene orchestrator
│ ├── geometry/ # Shape generators
│ ├── animation/ # Temporal controllers
│ ├── shaders/ # GLSL programs
│ └── utils/ # Math helpers
└── assets/ # Textures, fonts
assets/threejs-boilerplate/scripts/Use scripts/sacred_geometry.py to generate vertex data for:
For gravitational/golden spirals:
function goldenSpiral(loops, pointsPerLoop, scale) {
const phi = (1 + Math.sqrt(5)) / 2;
const points = [];
for (let i = 0; i < loops * pointsPerLoop; i++) {
const theta = i * 0.1;
const r = scale * Math.pow(phi, theta / (2 * Math.PI));
points.push(new THREE.Vector3(r * Math.cos(theta), r * Math.sin(theta), 0));
}
return points;
}
For multi-lane visualizations (soul lanes, data streams):
function createLaneSystem(laneCount, radius, spacing) {
const lanes = [];
for (let i = 0; i < laneCount; i++) {
lanes.push({ radius: radius + (i * spacing), objects: [], speed: 1 / (i + 1) });
}
return lanes;
}
For simultaneous time visualization (all moments visible at once):
class TemporalController {
constructor(timeline) {
this.moments = timeline;
this.currentView = 'linear';
}
setSimultaneous() {
this.moments.forEach((m, i) => {
m.mesh.visible = true;
m.mesh.material.opacity = 0.3 + (0.7 * (i / this.moments.length));
});
}
}
Organic pulsing using sine waves:
function breathe(object, speed = 1, amplitude = 0.1) {
const scale = 1 + Math.sin(Date.now() * 0.001 * speed) * amplitude;
object.scale.setScalar(scale);
}
See references/glsl-patterns.md for glow effects, noise functions, color gradients, and symbol rendering.
Algorithmic Art: Define rules → Generate geometry → Add temporal dimension → Apply aesthetic layer
Interactive Visualization: OrbitControls → Raycasting → UI overlay → State management
Narrative Experience: Story beats as states → Transitions → Audio cues → Navigation
references/glsl-patterns.md - Shader code libraryreferences/sacred-geometry-math.md - Mathematical foundationsdevelopment
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