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three-best-practices

three-best-practices

github.com/emalorenzoDevelopment651.5k installsUpdated 39w ago
Repository

About three-best-practices

A performance guide for Three.js developers, organized into 23 categories of prioritized rules with code examples. It covers topics from memory management to WebXR, WebGPU, and mobile optimization.

Key features

  1. 0123 rule categories ordered by priority
  2. 02Performance and memory management guidance
  3. 03Coverage of GLSL, TSL, and WebGPU
  4. 04Guidance for loading, animation, and WebXR
  5. 05Rules with contrasting code examples

Use cases

  1. 01Setting up a Three.js project
  2. 02Reviewing or optimizing Three.js code
  3. 03Investigating memory leaks and performance issues
  4. 04Implementing WebGPU or WebXR features

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/emalorenzo/three-agent-skills --skill three-best-practices

After installing, type/three-best-practicesin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

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

Details

From the project README

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)
  • webgpu-renderer - Setup, browser support, migration guide
  • webgpu-render-async - Use renderAsync for compute-heavy scenes
  • webgpu-feature-detection - Check adapter features
  • webgpu-instanced-array - GPU-persistent buffers
  • webgpu-storage-textures - Read-write compute textures
  • webgpu-workgroup-memory - Shared memory (10-100x faster)
  • webgpu-indirect-draws - GPU-driven rendering
12. Loading & Assets (MEDIUM)
  • loading-draco-compression - Use Draco for large meshes
  • loading-gltf-preferred - Use glTF format
  • gltf-loading-optimization - Full loader setup with DRACO/Meshopt/KTX2
  • loading-progress-feedback - Show loading progress
  • loading-async-await - Use async/await for loading
  • loading-lazy - Lazy load non-critical assets
  • loading-cache-assets - Enable caching
  • loading-dispose-unused - Unload unused assets
13. Core Web Vitals (MEDIUM-HIGH)
  • core-web-vitals - LCP, FID, CLS optimization for 3D
  • vitals-lazy-load - Lazy load 3D below the fold with IntersectionObserver
  • vitals-code-split - Dynamic import Three.js modules
  • vitals-preload - Preload critical assets with link tags
  • vitals-progressive-loading - Low-res to high-res progressive load
  • vitals-placeholders - Show placeholder geometry during load
  • vitals-web-workers - Offload heavy work to workers
  • vitals-streaming - Stream large scenes by chunks
14. Camera & Controls (LOW-MEDIUM)
  • camera-near-far - Set tight near/far planes
  • camera-fov - Choose appropriate FOV
  • camera-controls-damping - Use damping for smooth controls
  • camera-resize-handler - Handle resize properly
  • camera-orbit-limits - Set orbit control limits
15. Animation (MEDIUM)
  • animation-system - AnimationMixer, blending, morph targets, skeletal
16. Physics (MEDIUM)
  • physics-integration - Rapier, Cannon-es integration patterns
  • physics-compute-shaders - GPU physics with compute shaders
17. WebXR (MEDIUM)
  • webxr-setup - VR/AR buttons, controllers, hit testing
18. Audio (LOW-MEDIUM)
  • audio-spatial - PositionalAudio, HRTF, spatial sound
19. Post-Processing (MEDIUM)
  • postprocessing-optimization - pmndrs/postprocessing guide
  • postpro-renderer-config - Disable AA, stencil, depth for post
  • postpro-merge-effects - Combine effects in single pass
  • postpro-selective-bloom - Selective bloom for performance
  • postpro-resolution-scaling - Half resolution for 2x FPS
  • postpro-webgpu-native - TSL-based post for WebGPU
20. Optimization (HIGH)
  • mobile-optimization - Mobile-specific optimizations and checklist
  • raycasting-optimization - BVH, layers, GPU picking
21. Production (HIGH)
  • error-handling-recovery - WebGL context loss and recovery
  • migration-checklist - Breaking changes by version
22. Debug & DevTools (LOW)
  • debug-devtools - Complete debugging toolkit
  • debug-stats-gl - stats-gl for WebGL/WebGPU monitoring
  • debug-lil-gui - lil-gui for live parameter tweaking
  • debug-spector - Spector.js for WebGL frame capture
  • debug-renderer-info - Monitor draw calls and memory
  • debug-three-mesh-bvh - Fast raycasting with BVH
  • debug-context-lost - Handle WebGL context loss
  • debug-animation-loop-profiling - Profile render loop sections
  • debug-conditional - Remove debug code in production

How to Use

Read individual rule files for detailed explanations and code examples:

rules/setup-use-import-maps.md
rules/memory-dispose-geometry.md
rules/tsl-complete-reference.md
rules/mobile-optimization.md

Each rule file contains:

  • Brief explanation of why it matters
  • BAD code example with explanation
  • GOOD code example with explanation
  • Additional context and references

Key Patterns

Modern Import Maps
<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
    "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/",
    "three/tsl": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.tsl.js"
  }
}
</script>
Proper Disposal
function disposeObject(obj) {
  if (obj.geometry) obj.geometry.dispose();
  if (obj.material) {
    if (Array.isArray(obj.material)) {
      obj.material.forEach(m => m.dispose());
    } else {
      obj.material.dispose();
    }
  }
}
TSL Basic Usage
import { texture, uv, color, time, sin } from 'three/tsl';

const material = new THREE.MeshStandardNodeMaterial();
material.colorNode = texture(map).mul(color(0xff0000));
material.colorNode = color(0x00ff00).mul(sin(time).mul(0.5).add(0.5));
Mobile Detection
const isMobile = /Android|iPhone|iPad|iPod/i.test(navigator.userAgent);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, isMobile ? 1.5 : 2));

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