lumoslab-innovation/3d-lab-skills/learning-lab-3d-creator

Claude Code and agent skill by lumoslab-innovation/3d-lab-skills

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Build complete production-grade 3D educational labs and simulations. Use when creating or refactoring science/physics labs, KHTN8 lessons, experiment scenes, Three.js/Babylon scenes, agent-connected simulation flows, control panels, reports, quizzes, tutorial phases, or reusable lab architecture.

Install

npx vskill@latest install lumoslab-innovation/3d-lab-skills/learning-lab-3d-creator

SKILL.md

Learning Lab 3D Creator

Ship a learning lab with scene, controls, state, agent events, and verification. Do not stop at a pretty canvas.

First Pass

  1. Inspect the target repo before coding: package scripts, existing simulation folders, shared scene helpers, chatbot/report/question components, and available deps.
  2. Choose the local pattern:
  • For services/frontend, prefer imperative Three.js scene controllers for simulation folders unless the surrounding feature already uses R3F.
  • Use existing three, @react-three/fiber, @react-three/drei, cannon-es, and Babylon deps before adding anything.
  • Use primitives/parametric geometry for curriculum labs unless GLB adds real understanding.
  1. Write the lab contract before implementation: lesson goal, variables with units, scene objects, interactions, feedback, reset behavior, and QA command.
  2. Run $science-model-director, $threejs-design-director, then $visual-lab-qa-agent start pass before coding demo visuals. The visual QA start pass must create a prompt loop ledger for serious demos.

Lab Structure

For learning-lab simulations, keep this split:

  • constants.ts: IDs, units, physical constants, specimen/object data, formatters, answer checks.
  • setup<Name>Scene.ts: Three.js scene lifecycle, model construction/loading, pointer interaction, animation, disposal.
  • <Name>ControlPanel.tsx: sliders, toggles, step controls, formula/result display.
  • <Name>Lab.tsx: React state, agent events, chatbot, phase popups, quiz/report integration.
  • scene-utils.ts: disposal, shared geometry helpers, math helpers used by this lab only.
  • index.ts: exports.

If an existing lab already uses a different split, follow it unless it is causing the bug.

Creator Checklist

Build every lab with:

  • A single primary phenomenon visible within 2 seconds.
  • Units shown beside every numeric control.
  • At least one manipulated variable and one measured/result variable.
  • Reset, pause/play for time-based motion, and deterministic initial state.
  • Loading and error states for external assets.
  • Visual labels that do not block the object.
  • Prompt/reference/fix loop evidence for serious visual demos: reference prompt or spec, role-gate verdicts, desktop/mobile screenshots, benchmark path, and final visual verdict.
  • Cleanup for animation frames, event listeners, controls, renderers, materials, geometries, textures, and DOM overlays.
  • Agent payloads that include simulation_type, experiment_type, state_snapshot, metadata.contract_version, and client_ts when the lab talks to the agent API.

Design Bar

Make the scene feel like a premium learning instrument, not a toy pile:

  • Use restrained background, floor/table, contact shadows, and 2-3 purposeful lights.
  • Materials should communicate function: metal, glass, plastic, liquid, field lines, measurement overlays.
  • Establish a focal hierarchy: one hero phenomenon, supporting apparatus, then labels/readouts.
  • Use postprocessing only when it improves the phenomenon: bloom for energy/light, ambient occlusion/shadows for contact, tone mapping for polish.
  • Include at least one high-quality visual cue for invisible forces: field lines, vector arrows, particles, heat map, ray path, or wavefront.
  • Use camera limits that keep the learner near the experiment.
  • Avoid oversized decorative panels; controls should be compact and scannable.
  • Keep mobile usable: canvas visible, panels collapsible, no text overlapping the 3D viewport.

References

  • Read references/engine-decision.md before converting an existing 3D surface or choosing Three.js/R3F/Babylon.
  • Read references/project-stack.md before project-specific work.
  • Read references/lab-contract.md before adding a new lab.
  • For model-heavy work, also use $threejs-model-creator.
  • For physics-heavy work, also use $threejs-physics-simulation.
  • For science/visual planning, also use $science-model-director and $threejs-design-director.
  • Before finishing, use $threejs-performance-qa, $visual-lab-qa-agent end pass, then $learning-lab-qa-pm-reviewer.

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