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three-js
by 5dlabs
Cognitive Task Orchestrator - GitOps on Bare Metal or Cloud for AI Agents
⭐ 2🍴 1📅 Jan 25, 2026
SKILL.md
name: three-js description: Three.js performance optimization - 100+ rules for memory, rendering, geometry, materials, WebGPU, and WebXR.
Three.js Best Practices
Comprehensive performance optimization guide for Three.js applications with 100+ rules across 17 categories.
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
Rule Categories by Priority
| Priority | Category | Impact | Prefix |
|---|---|---|---|
| 0 | Modern Setup & Imports | FUNDAMENTAL | setup- |
| 1 | Memory Management & Dispose | CRITICAL | memory- |
| 2 | Render Loop Optimization | CRITICAL | render- |
| 3 | Geometry & Buffer Management | HIGH | geometry- |
| 4 | Material & Texture Optimization | HIGH | material- |
| 5 | Lighting & Shadows | MEDIUM-HIGH | lighting- |
| 6 | Scene Graph Organization | MEDIUM | scene- |
| 7-8 | Shader Best Practices | MEDIUM | shader-, tsl- |
| 9-17 | Loading, Camera, Animation, Physics, WebXR, Audio, Mobile, Production, Debug | VARIES | - |
Quick Reference
Modern Import Maps
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.182.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.182.0/examples/jsm/",
"three/tsl": "https://cdn.jsdelivr.net/npm/three@0.182.0/build/three.tsl.js"
}
}
</script>
Memory Management (CRITICAL)
Always dispose resources:
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();
}
}
}
// Recursive disposal for hierarchies
function disposeHierarchy(obj) {
obj.traverse(child => disposeObject(child));
}
Render Loop (CRITICAL)
// Use setAnimationLoop, not manual RAF
renderer.setAnimationLoop(animate);
// Never allocate in render loop
const _tempVector = new THREE.Vector3(); // Reuse outside loop
function animate(time) {
// Use cached objects
_tempVector.set(0, 1, 0);
// Use delta time for animations
const delta = clock.getDelta();
mixer.update(delta);
renderer.render(scene, camera);
}
Geometry (HIGH)
// Use InstancedMesh for identical objects
const mesh = new THREE.InstancedMesh(geometry, material, count);
const matrix = new THREE.Matrix4();
for (let i = 0; i < count; i++) {
matrix.setPosition(positions[i]);
mesh.setMatrixAt(i, matrix);
}
mesh.instanceMatrix.needsUpdate = true;
Materials & Textures (HIGH)
// Reuse materials
const sharedMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000 });
// Use compressed textures
const ktx2Loader = new KTX2Loader()
.setTranscoderPath('path/to/basis/')
.detectSupport(renderer);
// Power-of-two texture dimensions
// 512x512, 1024x1024, 2048x2048
Mobile Optimization
const isMobile = /Android|iPhone|iPad|iPod/i.test(navigator.userAgent);
// Limit pixel ratio
renderer.setPixelRatio(Math.min(window.devicePixelRatio, isMobile ? 1.5 : 2));
// Reduce shadow map size on mobile
if (isMobile) {
light.shadow.mapSize.width = 512;
light.shadow.mapSize.height = 512;
}
TSL (Three.js Shading Language)
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));
Key Patterns
| Pattern | Benefit |
|---|---|
| Use InstancedMesh | 100x draw calls → 1 draw call |
| Merge static geometries | Reduce draw calls |
| Use LOD (Level of Detail) | Performance at distance |
| Enable frustum culling | Skip off-screen objects |
| Use texture atlases | Reduce material switches |
| Bake lighting | Eliminate runtime shadows |
Anti-Patterns
| Anti-Pattern | Fix |
|---|---|
| Creating objects in render loop | Cache and reuse |
| Not disposing resources | Always call .dispose() |
| Using BufferGeometry constructor | Use specific geometry classes |
| Too many lights | Limit to 3-4 dynamic lights |
| High pixel ratio on mobile | Cap at 1.5-2 |
Attribution
Based on emalorenzo/three-agent-skills three-best-practices - 53+ installs. Official guidelines from Three.js llms branch maintained by mrdoob.
Score
Total Score
65/100
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