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melonjs/melonjs-3d-assets

在 melonJS 中載入 3D 模型時使用此技能——涵蓋 glTF 和 GLB 場景、OBJ/MTL 模型、材質、匯入光源、節點動畫、地面陰影與 GPU 實例化。亦包含 level.load 選項,例如 async 旗標、rightHanded 轉換,以及載入器支援與不支援的詳細說明。

melonjs-3d-assets 是什麼?

此技能專為在 melonJS 遊戲引擎中處理 3D 資產的開發者設計,提供從載入常見 3D 檔案格式(如 glTF、GLB、OBJ 和 MTL)到進階渲染功能(例如 GPU 實例化、地面陰影和匯入光源)的全面指引。它詳細說明了 `level.load` 方法的配置選項,包括非同步載入(async)旗標和右手坐標系(rightHanded)轉換,並明確指出載入器目前支援與不支援的功能,例如 KHR_lights_punctual 和 EXT_mesh_gpu_instancing 擴展。此技能支援 Claude Code、Cursor 與其他 AI 代理平台,並提供從 Blender 匯出到 melonJS 整合的最佳實務。當使用者提到 3D 模型、glTF、GLB、OBJ、MTL 或相關關鍵字時,此技能會自動觸發,協助確保 3D 資產的正確載入與渲染設定。

相容平台~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/melonjs/melonJS/tree/master/packages/melonjs/skills/melonjs-3d-assets

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說明文件

melonjs-3d-assets 是做什麼的?

在 melonJS 中載入 3D 模型時使用此技能——涵蓋 glTF 和 GLB 場景、OBJ/MTL 模型、材質、匯入光源、節點動畫、地面陰影與 GPU 實例化。亦包含 level.load 選項,例如 async 旗標、rightHanded 轉換,以及載入器支援與不支援的詳細說明。觸發關鍵字:glTF、gltf、glb、OBJ、MTL、3D model、getGLTF、getOBJ、getMTL、GLTFModel、GLTFScene、level.load glb、rightHanded、lightIntensityScale、castGroundShadow、shadowGroundY、EXT_mesh_gpu_instancing、KHR_lights_punctual、skinning、Blender export、3D asset。

Individual skills in this repo

This repo contains 10 individual skills — each has its own dedicated page.

melonjs/melonjs-3d

Use this skill for anything 3D or 2.5D in melonJS — Camera3d, Mesh, InstancedMesh, Sprite3d billboards, Light3d, ground shadows, glTF/GLB scenes, and depth sorting. Covers the Y-down/+Z-forward convention that is the inverse of OpenGL, the cameraClass opt-in, clip planes, and what does not work on the Canvas fallback. Triggers on: Camera3d, Mesh, InstancedMesh, Sprite3d, Light3d, billboard, glTF, glb, 3D, 2.5D, depth, cameraClass, fov, setClipPlanes, setFog, fog, distance fog, height fog, heightFalloff, transparent, transparency, alpha, blendMode, fade, castGroundShadow, lit.

melonjs/melonjs-camera-and-drawing

Use this skill for camera control and immediate-mode drawing in melonJS — following a target, viewport bounds, shake and fade, secondary cameras, and drawing shapes, lines and gradients inside a custom draw(). Covers world versus screen coordinate conversion, clipping and masking, and baking with CanvasRenderTarget. Triggers on: Camera2d, viewport, follow, setBounds, shake, fadeIn, fadeOut, worldToLocal, localToWorld, colorMatrix, renderer.fill, renderer.stroke, Rect, Ellipse, Polygon, Line, Gradient, clipRect, mask, CanvasRenderTarget, NoiseTexture2d.

melonjs/melonjs-effects-and-shaders

Use this skill for post-processing effects, custom shaders, blend modes and colour grading in melonJS. Covers the built-in ShaderEffect presets, addPostEffect on renderables and cameras, writing a custom dual-language GLSL/WGSL effect, the screen_texture builtins, and why effects silently do nothing on the Canvas fallback. Triggers on: ShaderEffect, addPostEffect, removePostEffect, getPostEffect, VignetteEffect, GlowEffect, BlurEffect, PixelateEffect, ScanlineEffect, shader, GLSL, WGSL, uniform, setUniform, setTexture, setTime, blendMode, colorMatrix, screen_texture, toFrameTexture, post effect, filter.

melonjs/melonjs-loading-assets

Use this skill for loading and managing game assets in melonJS — the resource descriptor format, the full asset type list, preload versus load, retrieving loaded assets, base URLs and cross-origin settings, and the loading screen. Triggers on: loader, loader.preload, loader.load, resources, getImage, getJSON, getTMX, getGLTF, getVideo, getFont, setBaseURL, setOptions, crossOrigin, withCredentials, credentials, cookies, authenticated assets, CORS, asset, preload, LOADER_COMPLETE, loading screen, unload.

melonjs/melonjs-performance

Use this skill when a melonJS game drops frames, allocates heavily, or needs to scale to many objects. Covers object pooling, draw-call batching, atlases, baking with CanvasRenderTarget, instancing, culling and alwaysUpdate, the debug plugin, and where the real costs are. Triggers on: performance, slow, frame rate, fps, lag, pool, pool.register, pool.pull, batching, draw calls, InstancedMesh, culling, alwaysUpdate, inViewport, CanvasRenderTarget, optimise, profiling, debug plugin, memory.

melonjs/melonjs-physics

Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck/matter adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, and the behaviour differences between adapters. Triggers on: Body, bodyDef, collision, collisionType, collisionMask, onCollision, onCollisionStart, onCollisionActive, raycast, queryAABB, querySphere, PlanckAdapter, MatterAdapter, gravity, velocity, applyForce, isGrounded, SAT.

melonjs/melonjs-renderables

Use this skill when subclassing Renderable, writing a custom draw() method, handling pointer or click events on game objects, applying post effects and shaders, or controlling draw order. Covers the pos-relative draw contract, isKinematic and input, addPostEffect vs the deprecated shader property, and z-ordering. Triggers on: Renderable, extends Renderable, draw(, update(, isKinematic, pointerEvent, registerPointerEvent, onClick, addPostEffect, removePostEffect, ShaderEffect, addChild, z-order, anchorPoint, floating.

melonjs/melonjs-renderer-backends

Use this skill when a feature works on one machine and not another, when choosing or pinning a renderer, or when writing code that must degrade gracefully. Covers the WebGPU to WebGL 2 to Canvas fallback ladder, what each backend supports, capability detection, and the subsystems that warn once and then stop working on Canvas. Triggers on: video.AUTO, video.WEBGPU, video.WEBGL, video.CANVAS, renderer.type, supportsDepthBuffer, shaderLanguage, WebGPU, WebGL2, Canvas fallback, context loss, backen

melonjs/melonjs-scenes-and-state

Use this skill for scene structure and game flow in melonJS — Stage subclasses, the state manager, transitions, pausing, the update loop, timers and tweens. Covers onResetEvent versus the constructor, state.set before state.change, the camera and world lifecycle per stage, and pause-aware timing. Triggers on: Stage, state, state.set, state.change, state.transition, state.pause, onResetEvent, onDestroyEvent, onActivateEvent, onDeactivateEvent, PLAY, MENU, LOADING, update loop, GAME_UPDATE, timer, setTimeout, setInterval, Tween, freeze.

melonjs/melonjs-ui-and-text

Use this skill for HUDs, buttons, menus, dialogue panels and on-screen text in melonJS. Covers UIBaseElement/UISpriteElement/UITextButton, Draggable and DropTarget, the floating screen-space container pattern, Text and BitmapText, web font loading, and NineSliceSprite panels. Triggers on: UI, HUD, button, UIBaseElement, UISpriteElement, UITextButton, Draggable, DropTarget, menu, dialogue, Text, BitmapText, font, fontface, wordWrapWidth, NineSliceSprite, score display, floating.

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