mint-threejs-skills

Build, revise, debug, and verify browser-based Three.js apps, games, asset viewers, model and asset-pack deliveries, material and material-pack deliveries, animated-model viewers, and explicitly requested Gaussian-splat worlds with Mint MCP as the production asset pipeline.

mintdotgg/mint-threejs-skills452 installsMITSynced Aug 26

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---
name: mint-threejs-skills
description: Build, revise, debug, and verify browser-based Three.js apps, games, asset viewers, model and asset-pack deliveries, material and material-pack deliveries, animated-model viewers, and explicitly requested Gaussian-splat worlds with Mint MCP as the production asset pipeline.
license: MIT
---

# Mint Three.js Skills

Mint's agent skill suite for browser-based Three.js work. It combines and
adapts open source Three.js game, application, and graphics-agent workflows,
generalized for 3D apps while retaining deep game workflows.

## Choose A Route

- Fresh request whose primary deliverable is one generated model, an animated
  model, a coherent model asset pack, one material, a material pack, or one
  explicitly requested Mint world: read `references/asset-viewer.md`, then use
  the app director. The asset is the product; the viewer is its inspection and
  download shell.
- General 3D app, viewer, configurator, simulation, walkthrough, editor, or
  interactive experience: read `skills/threejs-app-director/SKILL.md`.
- Game or game-like request with objectives, challenge, scoring, failure,
  progression, or game feel: read `skills/threejs-game-director/SKILL.md`.
- Mixed experience: start with the app director, then add only the relevant game
  specialists.

Both routes share visual systems, interaction, debugging, QA, and
`references/mint-mcp-assets.md`. Before the first Mint MCP write for a codebase,
read `references/mint-project-workspaces.md` to resolve one Mint Project for the
work. Projects that use Mint assets also use the durable registry in
`references/asset-pipeline.md`.

Existing app or game context wins over asset delivery. Generate and integrate a
requested asset into that project instead of scaffolding a separate viewer.

## Invariants

- Existing project architecture wins. For greenfield work, default to
  TypeScript, Vite, and Three.js modules.
- Vanilla Three.js is the default; support React Three Fiber or another
  Three.js-based stack when the project or user chooses it.
- Mint MCP is the only generated-asset production pipeline. Keep MCP calls out
  of browser runtime code.
- Distinguish the local code project (the folder or repository being edited)
  from its Mint Project (the remote workspace that owns Mint chats and assets).
  Resolve or create the Mint Project once, persist it in `mint-assets.json`, and
  reuse it for every independent generation started for that codebase.
- For every project that imports Mint files or remote world configuration,
  maintain a project-root `mint-assets.json` through
  `scripts/sync-mint-assets.mjs`. Reuse stable logical keys and preserve the
  existing project's asset-root conventions.
- For every Three.js path that loads Mint-generated GLBs, read
  `references/gltf-runtime-compatibility.md` and use a Draco-capable shared
  loader. Mint-optimized GLBs are not compatible with a bare `GLTFLoader`.
- Prefer discrete generated models and compose them in Three.js. Generate a
  Mint world only when the user explicitly chooses a generated environment;
  then read `references/mint-world-splats.md`.
- Use procedural or user-provided assets when they are the right design choice
  or Mint MCP lacks the required capability. Never create a competing
  procedural version of a subject that Mint generated successfully.
- Before verification, read `references/verification-policy.md`. Run its
  automatic minimum, ask before extended desktop/browser QA, and require a
  separate secondary approval for mobile QA. Its approval boundary overrides
  broader specialist completion gates.
- Do not force game concepts such as objectives, pressure, rewards, or failure
  onto general 3D apps.

## User-Owned UI

- Treat the delivered app as the user's product, not as a demo of the
  asset-generation pipeline.
- Keep provider names, branding, badges, generation links, asset IDs, and
  provenance out of runtime UI unless the user explicitly asks for them.
- Mention generation provenance and handoff links only in the final response or
  developer documentation.
- Default to the minimum UI required for the experience: loading and error
  status, essential controls, and explicitly requested actions.
- Do not add headers, title bars, navigation, marketing copy, attribution, or
  decorative application chrome unless requested.
- For the canonical asset viewer, keep the canvas dominant with a compact
  centered details dialog opened from an info button plus bottom-centered
  inspection controls. Do not reserve permanent sidebar space. For other simple
  viewers and walkthroughs, use a compact bottom-centered control group. Place
  loading, ready, or error status directly above it using the same compact
  visual language.

When the user asks for a reusable prompt, use
`references/request-templates.md`.

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