MCPInstall

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.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/emalorenzo/three-agent-skills --skill three-best-practices
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads three-best-practices automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

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/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>

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));

FAQ

What does the three-best-practices skill do?

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.

How do I install three-best-practices?

Run npx skills add https://github.com/emalorenzo/three-agent-skills --skill three-best-practices in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/three-best-practices/ (personal) or .claude/skills/three-best-practices/ (project).

Which AI agents can use three-best-practices?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is three-best-practices safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains three-best-practices?

It is published by emalorenzo in emalorenzo/three-agent-skills. It has 1,472 recorded installs.

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