Three.js physics bridge
Keeps rendered meshes and simulated bodies in agreement. It separates simulation timing from display updates and assigns one owner to each transform, avoiding jitter and conflicting movement.
threejs-physics-bridge
See how it helpsWhen is it useful?
Use when a mesh and its collision body drift apart.
What does it help you do?
- Separates renderer nodes from physics handles and domain identifiers.
- Defines fixed steps, coordinate conversion and visual interpolation.
- Keeps creation, removal and transform ownership consistent for each body type.
Try asking this
In our marble maze, connect visible balls to the existing physics engine. Run the scene at different display rates, teleport one ball to a checkpoint and remove another. Verify interpolation stays visual and neither the removed body nor an old mesh continues to move.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Three.js — physics bridge
Use when connecting Three.js transforms and interactions to Rapier or another physics runtime.
Version and project gate
Inspect Three.js revision, renderer/backend, addons import style, bundler, color-management conventions, animation loop owner, scene scale, glTF/decoder versions and existing physics wrapper. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Keep renderer nodes separate from physics handles and simulation identifiers. Define coordinate conversion, fixed timestep and interpolation. Specify which system writes transforms for static, kinematic and dynamic bodies. Queue spawn/despawn consistently and clear both representations together.
Deliver
A render/simulation bridge with units, ownership and lifecycle rules. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Three.js is not a collision or authoritative gameplay engine; visual raycasts are not automatically valid physical hit decisions.
Acceptance scenario
Pause, single-step, respawn and remove a body while rendering continues; compare the interpolated mesh with the collider. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Vex. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
