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threejs-tower-defense

Build Three.js tower-defense games with practical gameplay rules, style presets, and model guidance.

Skill by tattooinmtl

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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Build Three.js tower-defense games with practical gameplay rules, style presets, and model guidance.

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/threejs-tower-defense

What's inside

Skill name
threejs-tower-defense
Description
Build Three.js tower-defense games with practical gameplay rules, style presets, and model guidance.
License
MIT
Instructions
203 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Three.js Tower Defense Builder

## Purpose
Build playable browser tower-defense projects with Three.js. Use this skill when
the user asks for a 3D tower defense, asks for `/td3d`, or asks for tower,
enemy, boss, map, wave, or model-set ideas.

Before building, call `threejs_tower_defense_guide` with the project name and
style preset to get the project folder, model set, and gameplay checklist.

## Default Output Location
Create every new tower-defense project under:

`NimProjects/<project-name>/`

Use a short folder name inferred from the request, for example:

- `NimProjects/CrystalKeepDefense/`
- `NimProjects/NeonGridTD/`
- `NimProjects/PixelSiegeTD/`

## Project Shape
Prefer a small, runnable Vite project when using Three.js:

- `package.json`
- `index.html`
- `src/main.js`
- `src/style.css`
- `src/game/` for towers, enemies, waves, maps, and systems

If the user asks for no install step, make a single `index.html` using the
Three.js CDN, but mention that the Vite structure is better for expansion.

## Core Three.js Rules
- Use Three.js for all 3D rendering.
- Use simple geometry first: boxes, cylinders, cones, planes, instanced meshes,
  and low-poly shapes.
- Keep the main scene full-viewport.
- Use `requestAnimationFrame` with a fixed-step or capped-delta update.
- Separate game logic from rendering: towers target enemies by game state, then
  meshes mirror that state.
- Use object pools for projectiles, particles, hit sparks, and floating damage
  text.
- Use `InstancedMesh` for repeated enemies, floor tiles, trees, crystals, bolts,
  path markers, and decoration.
- Use `Raycaster` for tile picking, tower placement, hover highlights, and
  selection.
- Avoid loading heavy model files for the first version unless the user asks.

## Tower Defense Gameplay Checklist
Every tower-defense prototype should include:

- A visible path from spawn to base.
- Buildable tiles clearly distinct from blocked/path tiles.
- At least 3 tower types with different roles.
- At least 3 enemy types with different behavior.
- Waves that scale health, speed, count, and reward.
- A base health/lives counter.
- Currency, build cost, sell/refund, and upgrade levels.
- Range preview when hovering or placing a tower.
- Targeting feedback: beams, arcs, muzzle flash, projectile trails, or impact FX.
- Clear win/lose states and a restart control.

## Practical Systems

### Map
- Represent the map as a grid: `0 = buildable`, `1 = path`, `2 = blocked`.
- Store path waypoints as world coordinates.
- Convert tile coordinates to world coordinates with one helper.
- Keep the camera angled enough to read both height and path shape.

### Enemies
- Move enemies along waypoint segments.
- Track `distanceTravelled` so towers can target first, last, strongest, weakest,
  or nearest.
- Give each enemy: `hp`, `maxHp`, `speed`, `armor`, `reward`, `radius`,
  `statusEffects`.
- Use status effects: slow, burn, stun, poison, shield-break, reveal.

### Towers
- Give each tower: `range`, `fireRate`, `damage`, `targetMode`, `level`, `cost`.
- Think in roles, not just numbers:
- Arrow/Cannon: reliable starter.
- Frost: slows groups.
- Lightning: chain damage.
- Artillery: splash damage.
- Sniper: long-range boss killer.
- Aura/Support: buffs nearby towers.

### Bosses
- Bosses should change decisions, not just have more health.
- Good boss mechanics: shield phases, armor plates, minion spawns, path rush,
  tower disable pulse, split on death, healing aura, decoy clones.
- Telegraph boss abilities with visible rings, warning colors, or charge-up
  animation.

## Style Presets

### Pixel
Visual language:
- Low-poly voxel shapes, blocky towers, square particles, crisp shadows.
- Palette: grass green, dirt brown, sky blue, gold coins, red damage flashes.
- Use nearest-neighbor pixel textures or procedural checker textures.
- Camera: orthographic or near-orthographic isometric.

Model set:
- Towers: cube turret, block cannon, voxel mage, pixel tesla coil, block mortar.
- Enemies: slime cube, skull block, beetle brick, bat wedge, armored cube boss.
- Props: block trees, cube rocks, coin pickups, tile-grid highlights.

### Fantasy
Visual language:
- Warm torches, stone roads, glowing crystals, banners, runes, wooded terrain.
- Palette: moss, stone, amber, royal red, mana blue.
- Use cylinders/cones for towers, crystal meshes for magic, subtle fog.
- Camera: perspective, angled over a winding path.

Model set:
- Towers: archer tower, mage spire, cannon keep, frost crystal, druid grove.

From tattooinmtl/nimagent, MIT.

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Last commit (this folder)
Jul 10, 2026 (3 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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threejs-tower-defense skill. Agent Mart. https://agentmart.dev/skills/tattooinmtl-threejs-tower-defense (last updated 2026-10-24)