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optimize-threejs-games

optimize-threejs-games

github.com/mengtoDevelopment7.1k1.3k installsUpdated 3d ago
Repository

About optimize-threejs-games

A Three.js game optimization skill that emphasizes measurement and repeatable gameplay paths before changing behavior. It guides developers in diagnosing CPU or GPU limits, applying low-risk changes, and checking results.

Key features

  1. 01Profile a repeatable representative scene
  2. 02Distinguish CPU and GPU bottlenecks
  3. 03Apply low-risk rendering and simulation changes
  4. 04Keep quality settings explicit and reversible
  5. 05Recheck gameplay, visuals, and stability

Use cases

  1. 01Investigate frame-time spikes in an encounter
  2. 02Reduce allocations and transient effect overhead
  3. 03Tune rendering costs without obscuring combat
  4. 04Validate mobile controls and reduced motion after changes

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/mengto/skills --skill optimize-threejs-games

After installing, type/optimize-threejs-gamesin Claude Code to confirm it loaded.

Bundled filesagents/openai.yaml

Details

From the project README

Optimize Three.js Games

Measure before changing behavior, then validate the same gameplay path after every optimization.

Establish a repeatable scene

Choose a deterministic representative encounter and record device, viewport, quality level, player position, enemies, active effects, frame-time sample, draw calls, triangles, texture count, and warnings. Compare like with like.

Diagnose the limiting side

  • Suspect CPU when simulation, allocations, React work, pathfinding, or per-frame scans grow with actors.
  • Suspect GPU when resolution, overdraw, shadows, transparent particles, post-processing, draw calls, geometry, or texture bandwidth dominate.
  • Inspect before optimizing; do not lower quality blindly.

Apply low-risk fixes first

Reuse geometry/materials, pool transient effects, cull inactive/offscreen work, throttle noncritical UI updates, cap particle counts, avoid per-frame allocation, and update only changed transforms. Keep render quality settings explicit and reversible. Degrade decorative effects before combat readability or controls.

Guard the result

Re-run the original encounter and verify frame time, visual correctness, collision/contact behavior, memory stability, mobile controls, reduced motion, and console health. Close temporary servers, benchmarks, and browser tabs once they are no longer needed.

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