# Three Blocks > Public integration index generated from the Three Blocks 0.10.0 documentation model. ## AI Usage Policy This documentation is published so AI assistants can help people use the public `three-blocks` API: - Public documentation may be retrieved and summarized to help a person use the documented API. - Documentation permission does not change the PolyForm Noncommercial 1.0.0 license on implementation code. That license and applicable law control use of npm `dist`, examples, and source. - Text-and-data-mining rights are reserved to the extent permitted by law (EU Directive 2019/790 Art. 4(3); see `/ai.txt`, `/.well-known/tdmrep.json`, and the `tdm-reservation` response header). - The accepted commercial agreement separately restricts training or evaluating models on implementation source and proprietary Pro Tools. ## License and Pro boundary - The `three-blocks` runtime, `@three-blocks/devtools`, `create-three-blocks-starter`, and shipped template source use PolyForm Noncommercial 1.0.0. - Personal and noncommercial projects are free. Pro grants each Project started during an active period a lifetime commercial license for versions released during that period. Covered Projects and Pro Tool versions obtained while active may keep running locally and offline after cancellation. New commercial Projects, later versions, and Pro Tool downloads or updates require an active seat. Covered versions have no runtime gate. - New Pro Tool downloads and updates use `npx three-blocks login`; installed covered tools run locally. Public runtime imports, starter creation, and generated application execution do not check an account. ## Install and first render ```bash npm i three-blocks three npx three-blocks doctor ``` Use `three/webgpu`, create `WebGPURenderer`, and await `renderer.init()` before compute or render work. Dispose Three Blocks resources and the renderer when their owner is removed. ## Agent skill One command installs the Three Blocks support-expert skill (generated from this documentation model) into any agent that supports Agent Skills: ```bash npx skills add https://threejs-blocks.com ``` Discovery index: https://threejs-blocks.com/.well-known/agent-skills/index.json. Refresh installed copies with `npx skills add https://threejs-blocks.com`. ## Create paths - [Product visualization](https://threejs-blocks.com/docs/create/product-visualization): Present an object with convincing material, motion, detail, and interaction while keeping payload and runtime costs predictable. - [Interactive experiences](https://threejs-blocks.com/docs/create/interactive-experiences): Make a scene respond to people, layout, motion, and spatial content without turning it into an unmaintainable demo. - [Visual effects](https://threejs-blocks.com/docs/create/visual-effects): Add atmosphere, physical behavior, and an art-directed image without hiding the render pipeline or cost required to ship it. - [Start with the starter](https://threejs-blocks.com/docs/start/starter): Scaffold the recommended worker-rendered project, run it, read its live status, and make the first edit in src/scene.ts. - [Render your first Three Blocks scene](https://threejs-blocks.com/docs/start/first-scene): Add Three Blocks to an existing Three.js project while keeping renderer initialization, the frame loop, and disposal explicit. - [Framework setup](https://threejs-blocks.com/docs/start/frameworks): Place the same renderer lifecycle inside React Three Fiber, Next.js, TresJS, webpack, or a worker-owned app without surrendering GPU ownership. ## Curated blocks - [Transmission](https://threejs-blocks.com/docs/blocks/transmission): Render controllable refractive depth for glass and translucent product surfaces with an explicit quality cost. Status: stable; renderer: webgpu; public symbols: MeshTransmissionDitherAnchor, MeshTransmissionNodeMaterial, MeshTransmissionNodeMaterialOptions, MeshTransmissionRefractionMode, MeshTransmissionViewportBufferNode. - [Baked Motion](https://threejs-blocks.com/docs/blocks/baked-motion): Turn a rendered camera or timeline sequence into an interactive, depth-aware browser presentation. Status: stable; renderer: webgpu; public symbols: BAKED_MOTION_TYPE, BAKED_MOTION_VERSION, BakedMotion, BakedMotionDelivery, BakedMotionDiagnostics, BakedMotionError, BakedMotionErrorCode, BakedMotionFetch, BakedMotionFetchResponse, BakedMotionFrameSample, BakedMotionGeometry, BakedMotionManifest, BakedMotionMaterial, BakedMotionMesh, BakedMotionOptions, BakedMotionParameterValues, BakedMotionParameters, BakedMotionRenderer, BakedMotionResolvedStrategy, BakedMotionRotationParameters, BakedMotionState, BakedMotionStrategy, BakedMotionTiltParameters, BakedMotionTimelineParameters, BakedMotionViewSource, paramToFrame, parseBakedMotionManifest. - [Object Animation Video](https://threejs-blocks.com/docs/blocks/object-animation-video): Replay compact authored transforms for many rigid parts while geometry, materials, lighting, and per-object binding remain live. Status: experimental; renderer: webgpu/webgl; public symbols: OAV_MANIFEST_TYPE, OAV_MANIFEST_VERSION, ObjectAnimationVideo, ObjectAnimationVideoBindOptions, ObjectAnimationVideoBindResult, ObjectAnimationVideoBinding, ObjectAnimationVideoDecodeEvent, ObjectAnimationVideoDiagnostics, ObjectAnimationVideoErrorEvent, ObjectAnimationVideoEventMap, ObjectAnimationVideoFetch, ObjectAnimationVideoFetchResponse, ObjectAnimationVideoFileValue, ObjectAnimationVideoFiles, ObjectAnimationVideoFrameEvent, ObjectAnimationVideoInstanceBinding, ObjectAnimationVideoInstanceMapping, ObjectAnimationVideoInstanceTarget, ObjectAnimationVideoLoadOptions, ObjectAnimationVideoManifest, ObjectAnimationVideoObjectBinding, ObjectAnimationVideoObjectSelector, ObjectAnimationVideoOptions, ObjectAnimationVideoPlaybackOptions, ObjectAnimationVideoUnbindOptions, parseOAVManifest. - [Vertex Animation Video](https://threejs-blocks.com/docs/blocks/vertex-animation-video): Replay stable-topology mesh deformation and optional appearance while material, lighting, and camera response remain live. Status: experimental; renderer: webgpu; public symbols: VAVBase, VAVManifest, VAVMesh, VAVMeshAppearance, VAVMeshDiagnostics, VAVMeshFetch, VAVMeshFetchResponse, VAVMeshFileResolver, VAVMeshFiles, VAVMeshLoadOptions, VAVMeshOptions, VAVNumericalTrack, VAVTrackDecoderManifest, VAVTrackDescriptor, VAVTrackFetch, VAVTrackFetchResponse, VAVTrackStream, VAVTrackStreamOptions, VAV_MANIFEST_TYPE, VAV_MANIFEST_VERSION, parseVAVBase, parseVAVManifest. - [ActiveFrame Video](https://threejs-blocks.com/docs/blocks/active-frame-video): Decode and synchronize compact GPU-ready animation frames with bounded browser-side resources. Status: experimental; renderer: webgpu/webgl; public symbols: ACTIVE_FRAME_TYPE, ACTIVE_FRAME_VERSION, AFDecoder, AFDecoderErrorCallback, AFDecoderOptions, AFDecoderProcess, AFDecoderSource, AFVideo, AFVideoFrameResult, AFVideoNode, AFVideoOptions, AFVideoRGBNode, AFVideoScalarNode, AFVideoSetFramesOptions, AFVideoSource, AFVideoUVNode, ActiveFrameEncodedSource, ActiveFrameFrame, ActiveFrameManifest, ActiveFrameTrackManifest, parseActiveFrameManifest. - [Gaussian Splats](https://threejs-blocks.com/docs/blocks/gaussian-splats): Render and stream captured 3D or animated Gaussian scenes with explicit sorting, memory, and quality controls. Status: stable; renderer: webgpu; public symbols: GaussianSplats, GaussianSplatsAppearanceOptions, GaussianSplatsData, GaussianSplatsGPUTimings, GaussianSplatsHelper, GaussianSplatsLoadOptions, GaussianSplatsLoadTimings, GaussianSplatsLoader, GaussianSplatsLoaderOptions, GaussianSplatsOptions, GaussianSplatsPoints, GaussianSplatsProcessingProgress, GaussianSplatsQuality, GaussianSplatsRenderEvent, GaussianSplatsRenderRecommendation, GaussianSplatsStats, GaussianSplatsStream, GaussianSplatsStreamLODOptions, GaussianSplatsStreamOptions, GaussianSplatsStreamProgressEvent, GaussianSplatsStreamRendererOptions, GaussianSplatsStreamStats, GaussianSplatsWaitOptions, SplatClip, SplatMesh, SplatSequence, gaussianAAFactor, gaussianAlphaUV, gaussianColor, gaussianDepth, gaussianHue, gaussianLuminance, gaussianNormal, gaussianPower, gaussianSH, gaussianSHColor, gaussianUV. - [MSDF Text](https://threejs-blocks.com/docs/blocks/msdf-text): Draw crisp spatial or screen-space text from a pre-baked atlas with predictable runtime cost. Status: stable; renderer: webgpu/webgl; public symbols: BatchedMSDFText, BatchedMSDFTextAddOptions, BatchedMSDFTextLayoutInfo, BatchedMSDFTextLayoutPatch, BatchedMSDFTextOptions, MSDFFont, MSDFGlyph, MSDFText, MSDFTextLayoutInfo, MSDFTextLineInput, MSDFTextOptions, ParseMSDFFontOptions, parseMSDFFont. - [Runtime SDF Text](https://threejs-blocks.com/docs/blocks/runtime-sdf-text): Generate glyph distance fields at runtime when text cannot be known ahead of time, accepting its higher setup and memory cost. Status: experimental; renderer: webgpu/webgl; public symbols: BatchedText, Text, getAtlasesInfo, textDrawId. - [GPU Interaction](https://threejs-blocks.com/docs/blocks/gpu-interaction): Publish pointer, kinematic, and collider state once so multiple GPU systems can respond in the same frame. Status: experimental; renderer: webgpu; public symbols: GPUInteractionCapabilityReport, GPUInteractionGridOptions, GPUInteractionLimitFailure, GPUInteractionPhysicsEngine, GPUInteractionPhysicsOptions, GPUInteractionPhysicsSource, GPUInteractionPhysicsStep, GPUInteractionQueryMode, GPUInteractionRequiredRendererLimits, GPUInteractionSimulation, GPUInteractionSimulationOptions, GPUInteractionSizingReport, GPUInteractionSource, GPUInteractionSourceRange, GPUInteractionStats, GPUInteractionStorageRendererLimits, GPUInteractionSystem, GPUInteractionSystemOptions, GPUInteractionWorld, GPUInteractionWorldOptions, KinematicInteractionShape, KinematicInteractionSource, KinematicInteractionSourceOptions. - [Surface Sampling](https://threejs-blocks.com/docs/blocks/surface-sampling): Populate static, skinned, or GPU-deformed surfaces without reading instance transforms back to the CPU. Status: stable; renderer: webgpu; public symbols: ComputeBVHSampler, ComputeBVHSamplerComputeOptions, ComputeBVHSamplerOptions, ComputeBVHSamplerSource, ComputeBVHSamplerStrategy, ComputeMeshDynamicSurfaceSampler, ComputeMeshDynamicSurfaceSamplerComputeOptions, ComputeMeshDynamicSurfaceSamplerOptions, ComputeMeshDynamicSurfaceSamplerOutputs, ComputeMeshDynamicSurfaceSamplerReadback, ComputeMeshSurfaceSampler, ComputeMeshSurfaceSamplerComputeOptions, ComputeMeshSurfaceSamplerOptions. - [Instance Culling](https://threejs-blocks.com/docs/blocks/instance-culling): Cull large instance sets on the GPU before shading and drawing the visible survivors. Status: stable; renderer: webgpu; public symbols: ComputeInstanceCulling, ComputeInstanceCullingBoundingSphere, ComputeInstanceCullingBoundingSphereResult, ComputeInstanceCullingBoundsData, ComputeInstanceCullingBufferSource, ComputeInstanceCullingCommonOptions, ComputeInstanceCullingMeshOptions, ComputeInstanceCullingOptions, ComputeInstanceCullingStandaloneOptions, ComputeInstanceCullingStorageAttribute, LOD_MODE_EXP, instanceCullingIndex, instanceCullingMatrix. - [Indirect Batching](https://threejs-blocks.com/docs/blocks/indirect-batching): Merge heterogeneous meshes into a GPU-controlled batch and render the visible set with indirect draws. Status: stable; renderer: webgpu; public symbols: IndirectBatchedMesh, IndirectBatchedMeshGeometryId, IndirectBatchedMeshInstanceId, IndirectBatchedMeshMaterial. - [Smoke](https://threejs-blocks.com/docs/blocks/smoke): Build pointer-reactive 2D or volumetric smoke with an explicit simulation and compositing quality ladder. Status: stable; renderer: webgpu/webgl; public symbols: SmokeDomainBindingOptions, SmokeMultigridPreset, SmokeNodePointerInput, SmokeNodeResult, SmokePressureSolver, SmokePressureSolverOptions, SmokeRenderCacheOptions, SmokeSplatBlendMode, SmokeSplatExecutionPath, SmokeSplatMode, SmokeSplatOptions, SmokeSplatStats, SmokeStepOptions, SmokeStepStats, SmokeTurbulenceMode, SmokeVolume, SmokeVolumeOptions, VolumeSmokeNodeMaterial, VolumeSmokeNodeMaterialOptions, VolumeSmokeOutputMode, VolumeSmokeRenderCompositor, VolumeSmokeShaderOptions, VolumeSmokeTextureInput, VolumeSmokeTextureOptions, VolumeSmokeTextureSyncOptions, smoke, smokeRTT, volumeSmokeShadow. - [Water](https://threejs-blocks.com/docs/blocks/water): Simulate and render interactive water from particle volume through surface or raymarched presentation. Status: stable; renderer: webgpu; public symbols: ComputeSphereRasterizer, WATER_RAYMARCH_QUALITY_PRESETS, WaterCaustics, WaterFoamMeshOptions, WaterFoamOptions, WaterMaterialSSROptions, WaterMaterialUniformOptions, WaterNodeMaterial, WaterNodeMaterialOptions, WaterPreset, WaterRayMarchQualityOverrides, WaterRayMarchQualityPreset, WaterRayMarchQualitySettings, WaterRayMarchQualitySnapshot, WaterRayMarchReflectionSteps, WaterRayMarchRenderer, WaterRayMarchRendererOptions, WaterRayMarchScatterSamples, WaterRayMarchTraceOptions, WaterSurfaceCamera, WaterSurfaceFieldOptions, WaterSurfaceFoamMeshOptions, WaterSurfaceRenderer, WaterSurfaceRendererOptions, WaterVolume, WaterVolumeBoundaryMode, WaterVolumeBoundaryOptions, WaterVolumeDomainBindingOptions, WaterVolumeLattice, WaterVolumeMaterialOptions, WaterVolumeOptions, WaterVolumePointerOptions, WaterVolumeSeedOptions, WaterVolumeSolverOptions, WaterVolumeSplashOptions, WaterVolumeStepStats, WaterVolumeWavesOptions, WaterWaveComponentOptions, WaterWaveDirection, createWaterComposite, getWaterRayMarchQualityPreset. - [Material Point Method](https://threejs-blocks.com/docs/blocks/mpm): Build custom particle-grid simulations with explicit material models, forces, seeding, diagnostics, and render mirrors. Status: stable; renderer: webgpu; public symbols: MPMBoundaryOptions, MPMCFLConfiguration, MPMComputeBatch, MPMCoreGraph, MPMCoreKernels, MPMDiagnosticsOptions, MPMDiagnosticsSnapshot, MPMElasticModel, MPMElasticModelOptions, MPMElasticParticleFields, MPMElasticUniforms, MPMFluidModel, MPMFluidModelOptions, MPMFluidUniforms, MPMFormulation, MPMGranularModel, MPMGranularModelOptions, MPMGranularUniforms, MPMGridForce, MPMGridForceContext, MPMIntegrationProfile, MPMMaterialModel, MPMMaterialParticleContext, MPMMaterialStressContext, MPMMaterialUpdateContext, MPMP2GMode, MPMParticleField, MPMParticleFieldMap, MPMParticleFieldType, MPMParticleForce, MPMParticleForceContext, MPMParticleNode, MPMParticleUpdate, MPMParticleUpdateContext, MPMPostPasses, MPMResolvedSortingOptions, MPMSeedContext, MPMSeedInitializer, MPMSeedState, MPMSolver, MPMSolverOptions, MPMSolverUniforms, MPMSortingOptions, MPMStepPostPassContext, MPMStepStats. - [Boids](https://threejs-blocks.com/docs/blocks/boids): Simulate flocking in two or three dimensions with spatial-grid acceleration and optional volume constraints. Status: stable; renderer: webgpu; public symbols: Boids, BoidsInitialPositions, BoidsOptions, SpatialGridHelper, spatialLookupInternals. - [Position-Based Fluids](https://threejs-blocks.com/docs/blocks/pbf): Model interactive incompressible particles with iterative positional constraints and predictable iteration controls. Status: stable; renderer: webgpu; public symbols: PBF, PBFArtificialPressureOptions, PBFCalibrationMode, PBFCalibrationSnapshot, PBFComponents, PBFDiagnosticsOptions, PBFDimension, PBFDomainBindingOptions, PBFDomainOptions, PBFInitialPositions, PBFInitializationMode, PBFInitializationOptions, PBFMaterialOptions, PBFMaterialPreset, PBFMetricSummary, PBFMetrics, PBFNeighborOptions, PBFOptions, PBFParticlesOptions, PBFResetOptions, PBFSolverMaterialOptions, PBFSolverOptions, PBFStats, PBFTimeStepOptions, PBFVectorComponents. - [Smoothed Particle Hydrodynamics](https://threejs-blocks.com/docs/blocks/sph): Model pressure-driven particle fluids when force behavior matters more than PBF-style constraint convergence. Status: stable; renderer: webgpu; public symbols: SPH, SPHCalibrationMode, SPHCalibrationSnapshot, SPHComponents, SPHDiagnosticsOptions, SPHDimension, SPHDomainBindingOptions, SPHDomainOptions, SPHEquationOfState, SPHInitialPositions, SPHInitializationMode, SPHInitializationOptions, SPHMaterialOptions, SPHMaterialPreset, SPHMetricSummary, SPHMetrics, SPHNegativePressurePolicy, SPHNeighborOptions, SPHOptions, SPHParticlesOptions, SPHRendererLimits, SPHResetOptions, SPHSolverMaterialOptions, SPHSolverOptions, SPHStats, SPHTimeStepOptions, SPHTimeStepPolicy, SPHVectorComponents. - [SDF and raymarching](https://threejs-blocks.com/docs/blocks/sdf-raymarching): Build GPU-readable signed-distance fields for constraints, sampling, and raymarched surfaces or volumes — including live per-frame fields rebuilt from skinned characters. Status: stable; renderer: webgpu; public symbols: BVHVolumeConstraint, BVHVolumeConstraintMode, BVHVolumeConstraintOptions, ComputePointsSDFGenerator, ComputeSDFGenerator, RayMarchSDFMaterialOptions, RayMarchSDFNodeMaterial, RaymarchingBox, RenderSDFLayerNodeMaterial, SDFBoundaryApplyOptions, SDFGeneratorOptions, SDFParticleVectorStorage, SDFSliceVolumeNodeMaterial, SDFTextureOutput, SDFVolumeConstraint, SDFVolumeConstraintOptions, SDFVolumeSource, SkinnedMeshSDF, SkinnedMeshSDFCollideOptions, SkinnedMeshSDFOptions, SkinnedMeshSDFSamplePosition, SkinnedMeshSDFScalar, SkinnedMeshSDFUniforms, createSDFBoundsHelper, createSDFPointCloudHelper, updateSDFBoundsHelper. - [Sphere impostors](https://threejs-blocks.com/docs/blocks/sphere-impostors): Shade one-triangle particle impostors as lit spheres when hardware sphere geometry would dominate vertex cost. Status: stable; renderer: webgpu; public symbols: SphereImpostorNodeMaterial, SphereImpostorNodeMaterialParameters, SphereImpostorNormalNodeMaterial, SphereImpostorPositionConfig, SphereImpostorToonNodeMaterial, sphereImpostorAlpha, sphereImpostorDepth, sphereImpostorNormal, sphereImpostorPosition, sphereImpostorShadow, sphereImpostorSurfaceNormal. - [Pristine grid](https://threejs-blocks.com/docs/blocks/grid-pristine): Add an infinite anti-aliased reference grid with two independently styled world-space layers. Status: stable; renderer: webgpu/webgl; public symbols: GridPristine. - [Core TSL effects](https://threejs-blocks.com/docs/blocks/core-tsl-effects): Compose reusable film, painterly, Fresnel, parallax, projection, and noise treatments inside Three.js node materials and post passes. Status: stable; renderer: webgpu/webgl; public symbols: FilmHDOptions, KuwaharaOptions, biplanarTexture, filmHD, fresnel, kuwahara, parallaxOcclusion. - [Compute foundations](https://threejs-blocks.com/docs/blocks/compute-foundations): Use sorting, prefix sums, batching, and GPU-generated geometry as the data-moving foundation for larger blocks. Status: experimental; renderer: webgpu; public symbols: ComputeBitonicSort, ComputeBitonicSortOptions, ComputeFoundationStorage, ComputeFoundationValueType, ComputePrefixSum, ComputePrefixSumOptions, ComputeRadixSort, ComputeRadixSortOptions. ## Authoring tools - [Devtools](https://threejs-blocks.com/docs/tools/devtools): Watch a Three Blocks app while you develop, and prepare shaders, text atlases, environment lighting, and GPU-compressed assets ahead of production. Access: free; outputs: versioned WebGPU shader manifests, live-versus-precompiled parity evidence, development overlay, MSDF atlas, metrics, browser-font copy, and receipt, prefiltered environment KTX2, meshopt + KTX2 optimized GLB, texture, and HDR assets with a freshness receipt; verified against: @three-blocks/devtools 0.1.0. - [Three Blocks CLI](https://threejs-blocks.com/docs/tools/three-blocks-cli): Authenticate, diagnose a project, inspect available tools, and install supported authoring integrations. Access: free; outputs: project diagnostics, authoring-tool installations; verified against: Three Blocks Blender hub 0.3.3. - [Baked Motion Video](https://threejs-blocks.com/docs/tools/baked-motion-video): Convert Blender timeline, tilt-grid, or rotation renders into whole-file ActiveFrame packages. Access: pro-seat; outputs: .utsbv manifest, .af media tracks, depth and albedo data; verified against: Baked Motion Blender addon 1.5.1. - [Object Animation Video exporter](https://threejs-blocks.com/docs/tools/object-animation-video): Encode named rigid-object transforms into exact binary OAV packages. Access: pro-seat; outputs: OAV manifest, UTSBM transform track, machine-readable build report; verified against: Object Animation Video Blender addon 1.0.1. - [Vertex Animation Video exporter](https://threejs-blocks.com/docs/tools/vertex-animation-video): Encode deforming vertex positions, normals, and appearance into exact binary VAV packages. Access: pro-seat; outputs: VAV manifest, UTSBM numerical tracks, optional UV visual media tracks, machine-readable build report; verified against: Vertex Animation Video Blender addon 1.4.1. - [Gaussian splat pipelines](https://threejs-blocks.com/docs/tools/gaussian-splat-pipeline): Capture a Blender still or timeline as a static Gaussian asset or validated 4DGS clip. Access: pro-seat; outputs: .ply, .sids, .sog, .b4dgs, .b4dgs.json; verified against: Mesh to Splat Blender addon 0.2.6. ## Public API All 895 public symbols from 38 package entry points are indexed at https://threejs-blocks.com/docs/api. Exact signatures come from built declaration roots; implementation source is intentionally absent. - `three-blocks`: 17 exported symbols — The curated core barrel: stable block facades and shared types for app code. Platform machinery and experimental work ship on named subpaths, not here. - `three-blocks/msdf-text`: 13 exported symbols — Draw crisp spatial or screen-space text from a pre-baked atlas with predictable runtime cost. - `three-blocks/surface-sampling`: 13 exported symbols — Populate static, skinned, or GPU-deformed surfaces without reading instance transforms back to the CPU. - `three-blocks/instance-culling`: 13 exported symbols — Cull large instance sets on the GPU before shading and drawing the visible survivors. - `three-blocks/indirect-batching`: 4 exported symbols — Merge heterogeneous meshes into a GPU-controlled batch and render the visible set with indirect draws. - `three-blocks/boids`: 5 exported symbols — Simulate flocking in two or three dimensions with spatial-grid acceleration and optional volume constraints. - `three-blocks/pbf`: 25 exported symbols — Model interactive incompressible particles with iterative positional constraints and predictable iteration controls. - `three-blocks/sph`: 28 exported symbols — Model pressure-driven particle fluids when force behavior matters more than PBF-style constraint convergence. - `three-blocks/mpm`: 45 exported symbols — Build custom particle-grid simulations with explicit material models, forces, seeding, diagnostics, and render mirrors. - `three-blocks/sphere-impostors`: 11 exported symbols — Shade one-triangle particle impostors as lit spheres when hardware sphere geometry would dominate vertex cost. - `three-blocks/grid-pristine`: 1 exported symbols — Add an infinite anti-aliased reference grid with two independently styled world-space layers. - `three-blocks/core-tsl-effects`: 7 exported symbols — Compose reusable film, painterly, Fresnel, parallax, projection, and noise treatments inside Three.js node materials and post passes. - `three-blocks/transmission`: 5 exported symbols — Render controllable refractive depth for glass and translucent product surfaces with an explicit quality cost. - `three-blocks/baked-motion`: 27 exported symbols — Turn a rendered camera or timeline sequence into an interactive, depth-aware browser presentation. - `three-blocks/experimental/object-animation-video`: 26 exported symbols — Replay compact authored transforms for many rigid parts while geometry, materials, lighting, and per-object binding remain live. - `three-blocks/experimental/vertex-animation-video`: 22 exported symbols — Replay stable-topology mesh deformation and optional appearance while material, lighting, and camera response remain live. - `three-blocks/experimental/active-frame-video`: 21 exported symbols — Decode and synchronize compact GPU-ready animation frames with bounded browser-side resources. - `three-blocks/gaussian-splats`: 37 exported symbols — Render and stream captured 3D or animated Gaussian scenes with explicit sorting, memory, and quality controls. - `three-blocks/experimental/gpu-interaction`: 23 exported symbols — Publish pointer, kinematic, and collider state once so multiple GPU systems can respond in the same frame. - `three-blocks/smoke`: 28 exported symbols — Build pointer-reactive 2D or volumetric smoke with an explicit simulation and compositing quality ladder. - `three-blocks/water`: 41 exported symbols — Simulate and render interactive water from particle volume through surface or raymarched presentation. - `three-blocks/sdf-raymarching`: 26 exported symbols — Build GPU-readable signed-distance fields for constraints, sampling, and raymarched surfaces or volumes — including live per-frame fields rebuilt from skinned characters. - `three-blocks/experimental/compute-foundations`: 8 exported symbols — Use sorting, prefix sums, batching, and GPU-generated geometry as the data-moving foundation for larger blocks. - `three-blocks/experimental/runtime-sdf-text`: 4 exported symbols — Generate glyph distance fields at runtime when text cannot be known ahead of time, accepting its higher setup and memory cost. - `three-blocks/experimental/core-tsl-effects`: 3 exported symbols — Experimental TSL effect nodes staged before promotion to the stable block. - `three-blocks/assets`: 86 exported symbols — Typed asset manager with adapter registry, scoped leases, retry/concurrency control, and the standard three.js loader adapters (GLTF, KTX2, DRACO, HDR, fonts). - `three-blocks/app`: 56 exported symbols — Application shell for worker-owned renderers: WorkerHost restart choreography, input forwarding, status + smoke bridges, and worker-side runtime assembly. Scaffolded starter apps stand on it. - `three-blocks/devtools`: 10 exported symbols — Runtime devtools registration and overlay mount for apps that do not use the app shell; publishes renderer status and performance evidence to the dev overlay. - `three-blocks/hmr`: 21 exported symbols — Hot-replacement primitives for scenes and components: snapshot capture/restore and a scene hot reloader with compile-before-commit swaps. - `three-blocks/runtime`: 15 exported symbols — Frame dispatcher with rAF and fixed-step lanes, render priorities, and typed event triggers — the per-frame backbone used inside render workers. - `three-blocks/shaders`: 91 exported symbols — Precompiled-shader manifest tooling and the runtime shader cache: capture, validate, hydrate, and observe TSL node builds on three r185 WebGPU. - `three-blocks/stats`: 17 exported symbols — Main/worker performance-stats adapters (CPU/GPU timings, texture panels) feeding the dev overlay and the app shell's stats controllers. - `three-blocks/text`: 36 exported symbols — Shared text-runtime contracts: configuration, sync batch/delivery types, font sources, and schema guards used on both sides of the worker boundary. - `three-blocks/text/main`: 5 exported symbols — Page-side text sync: observes DOM text and publishes layout and content deliveries to the worker text renderer. - `three-blocks/text/worker`: 11 exported symbols — Worker-side text renderer: loads fonts, builds text batches, and applies page deliveries inside the render worker. - `three-blocks/vite`: 59 exported symbols — The Vite plugin: shader precompile capture, codec and asset wiring, dev status overlay, build receipts, and project inspection. - `three-blocks/vite/config`: 32 exported symbols — Type declarations for the plugin-injected virtual client config (`threeBlocksConfig`, codec runtimes, build receipts). - `three-blocks/worker`: 44 exported symbols — Typed main↔worker transport with state, event, and RPC lanes, compile-time structured-clone checking, transferables, and endpoint replacement for restarts. Knows nothing about three.js. ## Agent rules - Prefer a curated block contract before an isolated low-level helper. - Use the import path shown on the generated symbol page; do not guess deep source paths. - Preserve lifecycle order: initialize, update/compute, render, resize, dispose. - Link users to the canonical human page for selection guidance, examples, compatibility, and production notes. - Never expose credentials in source or `.npmrc`; use `npx three-blocks login` and `npx three-blocks doctor`. Detailed generated reference: https://threejs-blocks.com/llms-full.txt