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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Install
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
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
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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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Signals
- Stars
- 1
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Jul 10, 2026 (3 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/tattooinmtl/nimagent
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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threejs-tower-defense skill. Agent Mart. https://agentmart.dev/skills/tattooinmtl-threejs-tower-defense (last updated 2026-10-24)