setup-babylonjs-scene
Sets up the Babylon.js engine, scene, camera, lighting, and asset loading pipeline for 3D Space Rocks.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
菜单
Sets up the Babylon.js engine, scene, camera, lighting, and asset loading pipeline for 3D Space Rocks.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Create a README.md file for the project
Initialize an Engineering Journey System (EJS) session by creating a Session Journey file, refreshing the ADR/journey database index, and setting up metadata for continuous recording throughout the session.
Finalize an Engineering Journey System (EJS) session by completing all journey sections, populating machine extracts, evaluating the ADR decision rubric, and optionally creating an ADR document.
Capture sub-agent decisions, rationale, and inter-agent handoffs during multi-agent Engineering Journey System (EJS) workflows. Ensures that delegated work is properly attributed and traceable.
Scaffolds a typed gameplay entity module (player, asteroid, projectile) with lifecycle, update logic, and event hooks for the 3D Space Rocks architecture.
Creates reusable particle and impact-feedback effects for 3D Space Rocks with performance-aware defaults and gameplay event integration.
| name | setup-babylonjs-scene |
| description | Sets up the Babylon.js engine, scene, camera, lighting, and asset loading pipeline for 3D Space Rocks. |
Use this skill to scaffold and configure a production-ready scene foundation before gameplay systems are added.
Confirm the project has the required Babylon modules, TypeScript strict settings, and a bootstrap entrypoint.
package.json.Create a small, typed scene factory with clear ownership boundaries.
import { Engine, Scene, HemisphericLight, Vector3 } from "@babylonjs/core";
export function createScene(engine: Engine): Scene {
const scene = new Scene(engine);
new HemisphericLight("keyLight", new Vector3(0, 1, 0), scene);
return scene;
}
Create a camera setup helper aligned to gameplay defaults from the PRD.
Add an asset loader entrypoint with progress callbacks so UI can present loading state.
See docs/PRD.md for the full specification: