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# Three.js Vanilla Starter
Use this as the smallest canonical starting point for a plain TypeScript or Vite Three.js app.
## Files
```text
src/
main.ts
```
## `src/main.ts`
```ts
import * as THREE from 'three';
const scene = new THREE.Scene();
scene.background = new THREE.Color('#101418');
const camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
0.1,
200,
);
camera.position.set(0, 1.5, 4);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
scene.add(new THREE.AmbientLight(0xffffff, 0.7));
const light = new THREE.DirectionalLight(0xffffff, 1.2);
light.position.set(4, 6, 3);
scene.add(light);
const mesh = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({ color: '#3dd9b8' }),
);
scene.add(mesh);
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
renderer.setAnimationLoop(() => {
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
});
```
## Notes
- Start here for direct loop and renderer control.
- If the scaffold needs UI, start with one compact objective chip and one transient controls hint rather than multiple permanent cards.
- Keep notes, codex, maps, and settings behind on-demand surfaces. The starter scene should stay readable while moving the camera.
- Add GLB loading with `gltf-loading-starter.md`.
- Add physics sync with `rapier-integration-starter.md`.
- Use `three-hud-layout-patterns.md` for low-chrome 3D overlay defaults.