build-threejs-enemy-systems

Installation
SKILL.md

Build Three.js Enemy Systems

Make each enemy a portable authored definition consumed by shared runtime systems. Keep AI choice, combat resolution, rendering, and feedback as separate consumers of the same stable contract.

Separate content from runtime state

  • Put stable IDs, role/tags, base stats, presentation spec, move IDs, AI hints, feedback hook IDs, rewards, and variant data in immutable authored definitions.
  • Put instance ID, transform, health/posture, target, current move and phase clock, cooldowns, statuses, pathing, visibility, and LOD state in runtime instances.
  • Reference definitions by ID. Reject duplicate IDs, missing references, invalid ranges, or impossible timing during content validation.
  • Never mutate authored definitions, store live timers in content, or duplicate the combat clock across AI, animation, and rendering.

Normalize presentation contracts

Define these fields before integrating a model:

Installs
611
Repository
mengto/skills
GitHub Stars
5.8K
First Seen
Jul 24, 2026
build-threejs-enemy-systems — mengto/skills