- Created skills/ directory - Moved 272 skills to skills/ subfolder - Kept agents/ at root level - Kept installation scripts and docs at root level Repository structure: - skills/ - All 272 skills from skills.sh - agents/ - Agent definitions - *.sh, *.ps1 - Installation scripts - README.md, etc. - Documentation Co-Authored-By: Claude <noreply@anthropic.com>
269 lines
9.5 KiB
Markdown
269 lines
9.5 KiB
Markdown
---
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name: three-best-practices
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description: 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.
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license: MIT
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metadata:
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author: three-agent-skills
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version: "2.0.0"
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three-version: "0.182.0+"
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---
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# Three.js Best Practices
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Comprehensive performance optimization guide for Three.js applications. Contains 100+ rules across 17 categories, prioritized by impact.
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> Based on official guidelines from Three.js `llms` branch maintained by mrdoob.
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## When to Apply
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Reference these guidelines when:
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- Setting up a new Three.js project
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- Writing or reviewing Three.js code
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- Optimizing performance or fixing memory leaks
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- Working with custom shaders (GLSL or TSL)
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- Implementing WebGPU features
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- Building VR/AR experiences with WebXR
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- Integrating physics engines
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- Optimizing for mobile devices
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## Rule Categories by Priority
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| Priority | Category | Impact | Prefix |
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|----------|----------|--------|--------|
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| 0 | Modern Setup & Imports | FUNDAMENTAL | `setup-` |
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| 1 | Memory Management & Dispose | CRITICAL | `memory-` |
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| 2 | Render Loop Optimization | CRITICAL | `render-` |
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| 3 | Geometry & Buffer Management | HIGH | `geometry-` |
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| 4 | Material & Texture Optimization | HIGH | `material-` |
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| 5 | Lighting & Shadows | MEDIUM-HIGH | `lighting-` |
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| 6 | Scene Graph Organization | MEDIUM | `scene-` |
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| 7 | Shader Best Practices (GLSL) | MEDIUM | `shader-` |
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| 8 | TSL (Three.js Shading Language) | MEDIUM | `tsl-` |
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| 9 | Loading & Assets | MEDIUM | `loading-` |
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| 10 | Camera & Controls | LOW-MEDIUM | `camera-` |
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| 11 | Animation System | MEDIUM | `animation-` |
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| 12 | Physics Integration | MEDIUM | `physics-` |
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| 13 | WebXR / VR / AR | MEDIUM | `webxr-` |
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| 14 | Audio | LOW-MEDIUM | `audio-` |
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| 15 | Mobile Optimization | HIGH | `mobile-` |
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| 16 | Production | HIGH | `error-`, `migration-` |
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| 17 | Debug & DevTools | LOW | `debug-` |
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## Quick Reference
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### 0. Modern Setup (FUNDAMENTAL)
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- `setup-use-import-maps` - Use Import Maps, not old CDN scripts
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- `setup-choose-renderer` - WebGLRenderer (default) vs WebGPURenderer (TSL/compute)
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- `setup-animation-loop` - Use `renderer.setAnimationLoop()` not manual RAF
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- `setup-basic-scene-template` - Complete modern scene template
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### 1. Memory Management (CRITICAL)
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- `memory-dispose-geometry` - Always dispose geometries
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- `memory-dispose-material` - Always dispose materials and textures
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- `memory-dispose-textures` - Dispose dynamically created textures
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- `memory-dispose-render-targets` - Always dispose WebGLRenderTarget
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- `memory-dispose-recursive` - Use recursive disposal for hierarchies
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- `memory-dispose-on-unmount` - Dispose in React cleanup/unmount
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- `memory-renderer-dispose` - Dispose renderer when destroying view
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- `memory-reuse-objects` - Reuse geometries and materials
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### 2. Render Loop (CRITICAL)
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- `render-single-raf` - Single requestAnimationFrame loop
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- `render-conditional` - Render on demand for static scenes
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- `render-delta-time` - Use delta time for animations
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- `render-avoid-allocations` - Never allocate in render loop
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- `render-cache-computations` - Cache expensive computations
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- `render-frustum-culling` - Enable frustum culling
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- `render-update-matrix-manual` - Disable auto matrix updates for static objects
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- `render-pixel-ratio` - Limit pixel ratio to 2
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- `render-antialias-wisely` - Use antialiasing judiciously
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### 3. Geometry (HIGH)
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- `geometry-buffer-geometry` - Always use BufferGeometry
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- `geometry-merge-static` - Merge static geometries
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- `geometry-instanced-mesh` - Use InstancedMesh for identical objects
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- `geometry-lod` - Use Level of Detail for complex models
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- `geometry-index-buffer` - Use indexed geometry
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- `geometry-vertex-count` - Minimize vertex count
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- `geometry-attributes-typed` - Use appropriate typed arrays
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- `geometry-interleaved` - Consider interleaved buffers
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### 4. Materials & Textures (HIGH)
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- `material-reuse` - Reuse materials across meshes
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- `material-simplest-sufficient` - Use simplest material that works
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- `material-texture-size-power-of-two` - Power-of-two texture dimensions
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- `material-texture-compression` - Use compressed textures (KTX2/Basis)
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- `material-texture-mipmaps` - Enable mipmaps appropriately
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- `material-texture-anisotropy` - Use anisotropic filtering for floors
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- `material-texture-atlas` - Use texture atlases
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- `material-avoid-transparency` - Minimize transparent materials
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- `material-onbeforecompile` - Use onBeforeCompile for shader mods (or TSL)
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### 5. Lighting & Shadows (MEDIUM-HIGH)
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- `lighting-limit-lights` - Minimize dynamic lights
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- `lighting-bake-static` - Bake lighting for static scenes
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- `lighting-shadow-camera-tight` - Fit shadow camera tightly
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- `lighting-shadow-map-size` - Choose appropriate shadow resolution
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- `lighting-shadow-selective` - Enable shadows selectively
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- `lighting-shadow-cascade` - Use CSM for large scenes
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- `lighting-probe` - Use Light Probes
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### 6. Scene Graph (MEDIUM)
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- `scene-group-objects` - Use Groups for organization
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- `scene-layers` - Use Layers for selective rendering
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- `scene-visible-toggle` - Use visible flag, not add/remove
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- `scene-flatten-static` - Flatten static hierarchies
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- `scene-name-objects` - Name objects for debugging
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- `scene-object-pooling` - Use object pooling
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### 7. Shaders GLSL (MEDIUM)
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- `shader-precision` - Use appropriate precision
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- `shader-avoid-branching` - Minimize branching
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- `shader-precompute-cpu` - Precompute on CPU
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- `shader-avoid-discard` - Avoid discard, use alphaTest
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- `shader-texture-lod` - Use textureLod for known mip levels
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- `shader-uniform-arrays` - Prefer uniform arrays
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- `shader-varying-interpolation` - Use flat when appropriate
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- `shader-chunk-injection` - Use Three.js shader chunks
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### 8. TSL - Three.js Shading Language (MEDIUM)
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- `tsl-why-use` - Use TSL instead of onBeforeCompile
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- `tsl-setup-webgpu` - WebGPU setup for TSL
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- `tsl-complete-reference` - Full TSL type system and functions
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- `tsl-material-slots` - Material node properties reference
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- `tsl-node-materials` - Use NodeMaterial classes
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- `tsl-basic-operations` - Types, operations, swizzling
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- `tsl-functions` - Creating TSL functions with Fn()
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- `tsl-conditionals` - If, select, loops in TSL
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- `tsl-textures` - Textures and triplanar mapping
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- `tsl-post-processing` - bloom, blur, dof, ao
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- `tsl-compute-shaders` - GPGPU and compute operations
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- `tsl-glsl-to-tsl` - GLSL to TSL translation
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### 9. Loading & Assets (MEDIUM)
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- `loading-draco-compression` - Use Draco for large meshes
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- `loading-gltf-preferred` - Use glTF format
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- `gltf-loading-optimization` - Full loader setup with DRACO/Meshopt/KTX2
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- `loading-progress-feedback` - Show loading progress
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- `loading-async-await` - Use async/await for loading
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- `loading-lazy` - Lazy load non-critical assets
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- `loading-cache-assets` - Enable caching
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- `loading-dispose-unused` - Unload unused assets
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### 10. Camera & Controls (LOW-MEDIUM)
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- `camera-near-far` - Set tight near/far planes
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- `camera-fov` - Choose appropriate FOV
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- `camera-controls-damping` - Use damping for smooth controls
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- `camera-resize-handler` - Handle resize properly
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- `camera-orbit-limits` - Set orbit control limits
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### 11. Animation (MEDIUM)
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- `animation-system` - AnimationMixer, blending, morph targets, skeletal
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### 12. Physics (MEDIUM)
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- `physics-integration` - Rapier, Cannon-es integration patterns
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### 13. WebXR (MEDIUM)
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- `webxr-setup` - VR/AR buttons, controllers, hit testing
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### 14. Audio (LOW-MEDIUM)
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- `audio-spatial` - PositionalAudio, HRTF, spatial sound
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### 15. Optimization (HIGH)
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- `mobile-optimization` - Mobile-specific optimizations and checklist
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- `raycasting-optimization` - BVH, layers, GPU picking
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### 16. Production (HIGH)
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- `error-handling-recovery` - WebGL context loss and recovery
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- `migration-checklist` - Breaking changes by version
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### 17. Debug (LOW)
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- `debug-stats` - Use Stats.js
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- `debug-helpers` - Use built-in helpers
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- `debug-gui` - Use lil-gui for tweaking
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- `debug-renderer-info` - Check renderer.info
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- `debug-conditional` - Remove debug code in production
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## How to Use
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Read individual rule files for detailed explanations and code examples:
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```
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rules/setup-use-import-maps.md
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rules/memory-dispose-geometry.md
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rules/tsl-complete-reference.md
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rules/mobile-optimization.md
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```
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Each rule file contains:
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- Brief explanation of why it matters
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- BAD code example with explanation
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- GOOD code example with explanation
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- Additional context and references
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## Key Patterns
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### Modern Import Maps
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```html
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<script type="importmap">
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{
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"imports": {
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"three": "https://cdn.jsdelivr.net/npm/three@0.182.0/build/three.module.js",
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"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.182.0/examples/jsm/",
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"three/tsl": "https://cdn.jsdelivr.net/npm/three@0.182.0/build/three.tsl.js"
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}
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}
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</script>
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```
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### Proper Disposal
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```javascript
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function disposeObject(obj) {
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if (obj.geometry) obj.geometry.dispose();
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if (obj.material) {
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if (Array.isArray(obj.material)) {
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obj.material.forEach(m => m.dispose());
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} else {
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obj.material.dispose();
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}
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}
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}
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```
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### TSL Basic Usage
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```javascript
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import { texture, uv, color, time, sin } from 'three/tsl';
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const material = new THREE.MeshStandardNodeMaterial();
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material.colorNode = texture(map).mul(color(0xff0000));
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material.colorNode = color(0x00ff00).mul(sin(time).mul(0.5).add(0.5));
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```
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### Mobile Detection
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```javascript
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const isMobile = /Android|iPhone|iPad|iPod/i.test(navigator.userAgent);
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, isMobile ? 1.5 : 2));
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```
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