vtj-camera-system

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Configures third-person camera systems with collision avoidance. Use when adjusting follow behavior, implementing camera modes, or handling cave/obstacle detection.

193 days ago

vtj-ui-integration

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Integrates Vue UI with Three.js while maintaining strict separation. Use when building HUDs, menus, or handling UI-to-scene communication via events.

193 days ago

vtj-raycasting-system

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Implements ray picking and collision detection. Use when selecting objects, detecting block interactions, or optimizing raycaster performance.

193 days ago

vtj-state-management

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Manages state between Vue and Three.js via Pinia and mitt. Use when synchronizing UI state, emitting events, or implementing cross-layer communication.

193 days ago

vtj-debug-panel

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Configures Tweakpane debug panels for 3D components. Use when adding debug controls, monitoring component state, or adjusting parameters in real-time via the

193 days ago

vtj-resource-management

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Loads and manages 3D assets via the Resources system. Use when adding models, textures, or fonts; declare in sources.js and access via core:ready event.

193 days ago

vtj-shader-development

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Creates custom GLSL shaders with vite-plugin-glsl. Use when writing vertex/fragment shaders, managing uniforms, or adding ShaderMaterial debug panels.

193 days ago

vtj-anti-patterns

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Prevents common mistakes and prohibited practices in vite-threejs projects. Use before writing code to avoid bugs, memory leaks, and maintenance issues.

193 days ago

vtj-component-model

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Creates 3D components using the Experience singleton pattern. Use when building new classes in src/js/, implementing lifecycle methods, or managing Three.js objects.

193 days ago

vtj-input-system

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Handles mouse, keyboard, and touch input via the IMouse and InputManager systems. Use when implementing controls, raycasting, or FPS-style PointerLock.

193 days ago

vtj-performance

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Optimizes Three.js rendering performance. Use when rendering large numbers of objects, optimizing frame rates, implementing streaming, or managing memory in voxel/block-based scenes.

193 days ago