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Genarrative/.hermes/plugins/game-studio/skills/react-three-fiber-game/SKILL.md

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name, description
name description
react-three-fiber-game Build React-hosted 3D browser games with React Three Fiber. Use when the user wants pmndrs-based scene composition, shared React state, and 3D HUD integration inside a React app.

React Three Fiber Game

Overview

Use this skill when the 3D runtime lives inside a React application. This is the default React-native 3D path in the plugin and should be preferred over vanilla Three.js when the app shell, settings, storefront, editor surface, or surrounding product already uses React.

Recommended stack:

  • @react-three/fiber
  • three
  • @react-three/drei
  • @react-three/rapier
  • @react-three/postprocessing
  • @react-three/a11y when accessibility-sensitive interaction matters
  • DOM overlays in the normal React tree

Use This Skill When

  • the project already uses React
  • the 3D scene must share state with the rest of the app
  • declarative scene composition is a net gain
  • the team wants pmndrs helpers instead of building every helper layer by hand

Do Not Use This Skill When

  • the app is not React-based
  • the project wants a cleaner imperative runtime with minimal React coordination
  • the problem is asset packaging rather than runtime composition

Best Fit Scenarios

  • 3D configurators and tool-rich browser products
  • React apps with embedded game or scene surfaces
  • 3D menus, editors, or world maps in an existing React app
  • 3D game UIs that depend on shared app state and non-canvas shells

Core Rules

  1. Keep simulation state outside render components.
    • React components should describe scene composition, not become the source of truth for gameplay rules.
  2. Use React state and scene state deliberately.
    • Shared UI state can live in app state.
    • High-frequency simulation should not force the whole app through unnecessary React churn.
  3. Use pmndrs helpers intentionally.
    • Drei for controls, loaders, helpers, environments, and common scene primitives.
    • @react-three/rapier for physics integration.
    • @react-three/postprocessing for optional effects.
    • @react-three/a11y when the interaction model benefits from accessible scene semantics.
  4. Keep HUD, settings, and menus in DOM by default.
  5. Keep starter scaffolds visually restrained.
    • Start with one compact objective or status surface and transient prompts.
    • Keep notes, maps, and multi-step checklists collapsed until opened.
    • Do not surround the Canvas with equally weighted glass cards.

Architectural Guidance

  • Use a dedicated scene root component that owns the Canvas.
  • Keep camera rigs and control components isolated from gameplay systems.
  • Keep loader and asset wrappers predictable.
  • Keep DOM overlays and the 3D scene coordinated through explicit state boundaries.
  • If a system needs tight imperative control, isolate it rather than forcing everything into declarative patterns.
  • If the scene is immediately playable, keep the initial overlay budget low and let the world do more of the onboarding.

Anti-Patterns

  • Treating React components as the gameplay state store
  • Pushing heavy per-frame mutation through broad app state
  • Using R3F only because React is available, even when the project needs a cleaner imperative runtime
  • Building HUD or inventory UI inside the 3D scene by default
  • Shipping an initial scaffold with large cards occupying every side of the viewport

References

  • Shared architecture: ../web-game-foundations/SKILL.md
  • Frontend direction: ../game-ui-frontend/SKILL.md
  • 3D HUD layout patterns: ../../references/three-hud-layout-patterns.md
  • React Three Fiber stack: ../../references/react-three-fiber-stack.md
  • React starter: ../../references/react-three-fiber-starter.md
  • GLB loader starter: ../../references/gltf-loading-starter.md
  • Rapier starter: ../../references/rapier-integration-starter.md
  • 3D asset pipeline: ../../references/web-3d-asset-pipeline.md
  • WebGL debugging and perf: ../../references/webgl-debugging-and-performance.md