emalorenzo/three-agent-skillsMIT29 files

Three Best Practices

Three.js performance optimization and best practices guidelines. Use when writing, reviewing, or optimizing Three.js code. Triggers on tasks involving 3D scenes, WebGL/WebGPU rendering, geometries, materials, textures, lighting, shaders, or TSL.

Specification
Skill ID
emalorenzo/three-agent-skills/three-best-practices
Publisher
emalorenzo
Repository
three-agent-skills
Installs
0
Files
29
License
MIT
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

emalorenzo/three-agent-skills/three-best-practicesInstalls these files
  • SKILL.md
  • rules/_sections.md
  • rules/animation-system.md
  • rules/asset-compression.md
  • rules/audio-spatial.md
  • rules/core-web-vitals.md
  • rules/debug-devtools.md
  • rules/draw-call-optimization.md
  • rules/error-handling-recovery.md
  • rules/geometry-instanced-mesh.md
  • rules/gltf-loading-optimization.md
  • rules/lighting-shadows-advanced.md
  • rules/memory-dispose-geometry.md
  • rules/migration-checklist.md
  • rules/mobile-optimization.md
  • rules/object-pooling.md
  • rules/physics-integration.md
  • rules/postprocessing-optimization.md
  • rules/raycasting-optimization.md
  • rules/render-delta-time.md
  • rules/setup-use-import-maps.md
  • rules/shader-mobile.md
  • rules/tsl-complete-reference.md
  • rules/tsl-compute-shaders.md
  • rules/tsl-material-slots.md
  • rules/tsl-post-processing.md
  • rules/tsl-why-use.md
  • rules/webgpu-renderer.md
  • rules/webxr-setup.md

What this skill tells the agent

Three.js Best Practices

Comprehensive performance optimization guide for Three.js applications. Contains 120+ rules across 18 categories, prioritized by impact.

Sources & Credits

This skill compiles best practices from multiple authoritative sources: - Official guidelines from Three.js llms branch maintained by mrdoob - 100 Three.js Tips by Utsubo - Excellent comprehensive guide covering WebGPU, asset optimization, and performance tips

When to Apply

Reference these guidelines when:

  • Setting up a new Three.js project
  • Writing or reviewing Three.js code
  • Optimizing performance or fixing memory leaks
  • Working with custom shaders (GLSL or TSL)
  • Implementing WebGPU features
  • Building VR/AR experiences with WebXR
  • Integrating physics engines
  • Optimizing for mobile devices

Rule Categories by Priority

PriorityCategoryImpactPrefix
0Modern Setup & ImportsFUNDAMENTALsetup-
1Memory Management & DisposeCRITICALmemory-
2Render Loop OptimizationCRITICALrender-
3Draw Call OptimizationCRITICALdrawcall-
4Geometry & Buffer ManagementHIGHgeometry-
5Material & Texture OptimizationHIGHmaterial-
6Asset CompressionHIGHasset-
7Lighting & ShadowsMEDIUM-HIGHlighting-
8Scene Graph OrganizationMEDIUMscene-
9Shader Best Practices (GLSL)MEDIUMshader-
10TSL (Three.js Shading Language)MEDIUMtsl-
11WebGPU RendererMEDIUMwebgpu-
12Loading & AssetsMEDIUMloading-
13Core Web VitalsMEDIUM-HIGHvitals-
14Camera & ControlsLOW-MEDIUMcamera-
15Animation SystemMEDIUManimation-
16Physics IntegrationMEDIUMphysics-
17WebXR / VR / ARMEDIUMwebxr-
18AudioLOW-MEDIUMaudio-
19Post-ProcessingMEDIUMpostpro-
20Mobile OptimizationHIGHmobile-
21ProductionHIGHerror-, migration-
22Debug & DevToolsLOWdebug-

Quick Reference

0. Modern Setup (FUNDAMENTAL)

  • setup-use-import-maps - Use Import Maps, not old CDN scripts
  • setup-choose-renderer - WebGLRenderer (default) vs WebGPURenderer (TSL/compute)
  • setup-animation-loop - Use renderer.setAnimationLoop() not manual RAF
  • setup-basic-scene-template - Complete modern scene template

1. Memory Management (CRITICAL)

  • memory-dispose-geometry - Always dispose geometries
  • memory-dispose-material - Always dispose materials and textures
  • memory-dispose-textures - Dispose dynamically created textures
  • memory-dispose-render-targets - Always dispose WebGLRenderTarget
  • memory-dispose-recursive - Use recursive disposal for hierarchies
  • memory-dispose-on-unmount - Dispose in React cleanup/unmount
  • memory-renderer-dispose - Dispose renderer when destroying view
  • memory-reuse-objects - Reuse geometries and materials

2. Render Loop (CRITICAL)

  • render-single-raf - Single requestAnimationFrame loop
  • render-conditional - Render on demand for static scenes
  • render-delta-time - Use delta time for animations
  • render-avoid-allocations - Never allocate in render loop
  • render-cache-computations - Cache expensive computations
  • render-frustum-culling - Enable frustum culling
  • render-update-matrix-manual - Disable auto matrix updates for static objects
  • render-pixel-ratio - Limit pixel ratio to 2
  • render-antialias-wisely - Use antialiasing judiciously

3. Draw Call Optimization (CRITICAL)

  • draw-call-optimization - Target under 100 draw calls per frame
  • geometry-instanced-mesh - Use InstancedMesh for identical objects
  • geometry-batched-mesh - Use BatchedMesh for varied geometries (same material)
  • geometry-merge-static - Merge static geometries with BufferGeometryUtils

4. Geometry (HIGH)

  • geometry-buffer-geometry - Always use BufferGeometry
  • geometry-merge-static - Merge static geometries
  • geometry-instanced-mesh - Use InstancedMesh for identical objects
  • geometry-lod - Use Level of Detail for complex models
  • geometry-index-buffer - Use indexed geometry
  • geometry-vertex-count - Minimize vertex count
  • geometry-attributes-typed - Use appropriate typed arrays
  • geometry-interleaved - Consider interleaved buffers

5. Materials & Textures (HIGH)

  • material-reuse - Reuse materials across meshes
  • material-simplest-sufficient - Use simplest material that works
  • material-texture-size-power-of-two - Power-of-two texture dimensions
  • material-texture-compression - Use compressed textures (KTX2/Basis)
  • material-texture-mipmaps - Enable mipmaps appropriately
  • material-texture-anisotropy - Use anisotropic filtering for floors
  • material-texture-atlas - Use texture atlases
  • material-avoid-transparency - Minimize transparent materials
  • material-onbeforecompile - Use onBeforeCompile for shader mods (or TSL)

6. Asset Compression (HIGH)

  • asset-compression - Draco, Meshopt, KTX2 compression guide
  • asset-draco - 90-95% geometry size reduction
  • asset-ktx2 - GPU-compressed textures (UASTC vs ETC1S)
  • asset-meshopt - Alternative to Draco with faster decompression
  • asset-lod - Level of Detail for 30-40% frame rate improvement

7. Lighting & Shadows (MEDIUM-HIGH)

  • lighting-limit-lights - Limit to 3 or fewer active lights
  • lighting-shadows-advanced - PointLight cost, CSM, fake shadows
  • lighting-bake-static - Bake lighting for static scenes
  • lighting-shadow-camera-tight - Fit shadow camera tightly
  • lighting-shadow-map-size - Choose appropriate shadow resolution (512-4096)
  • lighting-shadow-selective - Enable shadows selectively
  • lighting-shadow-cascade - Use CSM for large scenes
  • lighting-shadow-auto-update - Disable autoUpdate for static scenes
  • lighting-probe - Use Light Probes
  • lighting-environment - Environment maps for ambient light
  • lighting-fake-shadows - Gradient planes for budget contact shadows

8. Scene Graph (MEDIUM)

  • scene-group-objects - Use Groups for organization
  • scene-layers - Use Layers for selective rendering
  • scene-visible-toggle - Use visible flag, not add/remove
  • scene-flatten-static - Flatten static hierarchies
  • scene-name-objects - Name objects for debugging
  • object-pooling - Reuse objects instead of create/destroy

9. Shaders GLSL (MEDIUM)

  • shader-precision - Use mediump for mobile (~2x faster)
  • shader-mobile - Mobile-specific optimizations (varyings, branching)
  • shader-avoid-branching - Replace conditionals with mix/step
  • shader-precompute-cpu - Precompute on CPU
  • shader-avoid-discard - Avoid discard, use alphaTest
  • shader-texture-lod - Use textureLod for known mip levels
  • shader-uniform-arrays - Prefer uniform arrays
  • shader-varying-interpolation - Limit varyings to 3 for mobile
  • shader-pack-data - Pack data into RGBA channels
  • shader-chunk-injection - Use Three.js shader chunks

10. TSL - Three.js Shading Language (MEDIUM)

  • tsl-why-use - Use TSL instead of onBeforeCompile
  • tsl-setup-webgpu - WebGPU setup for TSL
  • tsl-complete-reference - Full TSL type system and functions
  • tsl-material-slots - Material node properties reference
  • tsl-node-materials - Use NodeMaterial classes
  • tsl-basic-operations - Types, operations, swizzling
  • tsl-functions - Creating TSL functions with Fn()
  • tsl-conditionals - If, select, loops in TSL
  • tsl-textures - Textures and triplanar mapping
  • tsl-noise - Built-in noise functions (mx_noise_float, mx_fractal_noise)
  • tsl-post-processing - bloom, blur, dof, ao
  • tsl-compute-shaders - GPGPU and compute operations
  • tsl-glsl-to-tsl - GLSL to TSL translation

11. WebGPU Renderer (MEDIUM)

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