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Found 75 Skills
GPU-based particle systems using instanced rendering, buffer attributes, Points geometry, and custom shaders. Use when rendering thousands to millions of particles efficiently, creating particle effects like snow, rain, stars, or abstract visualizations.
ALWAYS use when writing code importing "@tresjs/core". Consult for debugging, best practices, or modifying @tresjs/core, tresjs/core, tresjs core, tres.
React Three Fiber geometry - built-in shapes, BufferGeometry, instancing with Drei. Use when creating 3D shapes, custom meshes, point clouds, lines, or optimizing with instanced rendering.
Expert in AR/VR, WebXR, and spatial computing for Vision Pro and web
Rapidly scaffold and implement a playable game — no assets, design, audio, deploy, or monetize. Get something on screen fast. Use when the user says "quick game", "fast prototype", "just get something playable", or wants a game without the full pipeline. For the complete pipeline, use make-game instead. Do NOT use for production games (use make-game for the full pipeline).
Add a new gameplay feature to your game — just describe what you want
Generate photorealistic 3D worlds and environments with the World Labs Marble API — Gaussian Splat scenes from text prompts or reference images. Use when the user says "generate a 3D world", "create an environment", "make a 3D scene", or "use World Labs". Requires WLT_API_KEY environment variable.
Turn SVGs into interactive React 3D components using the 3dsvg library and visual editor
Expert WebXR and immersive technology developer with specialization in browser-based AR/VR/XR applications
Use when adding animated WebGL background effects with Vanta.js (setup, parameters, resizing, performance, integration in React/Next.js).
Particle lifecycle management—emission/spawning, death conditions, object pooling, trails, fade-in/out, and state transitions. Use when particles need birth/death cycles, continuous emission, trail effects, or memory-efficient recycling.
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.