threejs
Skill1 starsChanged 8 days agoMITView on GitHub
Audit how a codebase uses three.js, report what leaks or wastes GPU/CPU, agree a plan, then fix. Bare three.js failure modes: render loops created per component (stacked RAF callbacks, hot-reload pile-ups, callbacks that keep running after unmount), missing dispose() for geometries, materials, textures, and the renderer (GPU memory grows until contexts die), per-frame heap allocations, and pixel-ratio/shadow settings tuned for screenshots rather than the web. Report first, plan approved, then edit. - Project root (package.json — three version; note framework…
19 other projects use a version of this.
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Most recently taken up by
- juninmd/skillstheir own version, first seen Nov 8, 2026
- whoamnesia/astudio-motiontheir own version, first seen Nov 8, 2026
- AxlZero21/Skillstheir own version, first seen Nov 8, 2026
- drinkspiller/skillstheir own version, first seen Nov 6, 2026
- getedgehq/skillstheir own version, first seen Nov 1, 2026
- hu465/claude-skills-their own version, first seen Oct 25, 2026
Used with
Projects with it also use Problem-Solving Techniques, mobile-development and 8 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
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Discovers user intent and generates a structured, step-by-step plan for model customization workflows. This skill must always be activated alongside any other skill when the user's request relates to model customization — including fine-tuning, training, building, customizing, reviewing data, or getting advice on approach, regardless of domain. Do not skip this skill even if the immediate ask is narrow (e.g., reviewing data format or a single workflow step), because planning discovers the full scope of work needed. Also activate when the user wants to resume, continue, or modify an existing plan.
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Audit, document, or extend your design system. Use when checking for naming inconsistencies or hardcoded values across components, writing documentation for a component's variants, states, and accessibility notes, or designing a new pattern that fits the existing system.
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Other versions19 projects use a version of this.
Word for word · 0
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Wrote their own version · 19
- mrgoonie/claudekit-skills★ 2.2ksame name
- duongthinh03/portfolio★ 85same name
- jammyfu/open-game-skills★ 12same name
- OpenAnalystInc/10x-Team★ 8same name
- jhy0285/monofield★ 6same name
- getedgehq/skills★ 5same name
- juninmd/skills★ 2same name
- AxlZero21/Skills★ 1same name
- drinkspiller/skills★ 1same name
- jpoindexter/theft-kit★ 1same name
9 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository44 other files it gives its agents.
- AGENTS.mdAGENTS.md
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- angular-optimizerSkill
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- svelte-optimizerSkill
- tanstack-start-optimizerSkill
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The file
We split this skill into the rules it gives an agent
2 rules. 0 are common, 1 is distinctive, and 1 is very specific to this project.
0
Common
Most of the 13 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 21
Run python <skill-dir>/scripts/audit.py <project-root> [--json] — inventories renderer creations, loop patterns (requestAnimationFrame vs …
- Distinctive: line 27
Read what the script flagged.
“Common” is measured: kept by at least 6 in 10 of the 13 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
name: threejs-optimizer description: Audit and optimize bare three.js usage (WebGLRenderer, scene/camera, geometry/material/texture lifecycle) — render loop hygiene (one renderer.setAnimationLoop vs scattered requestAnimationFrame, RAF callbacks that never cancel on unmount/hot-reload), dispose() coverage for geometries/materials/textures/renderer (GPU memory leaks, context exhaustion), per-frame allocations (new Vector3/Color inside loop bodies), geometry rebuilds per frame vs setAttribute updates, texture settings (anisotropy, colorSpace, mipmaps), unbounded setPixelRatio, shadow map costs, and old three/examples/jsm import paths. Report with evidence and a plan approved before edits. Use when the user mentions three.js, THREE, WebGLRenderer, renderer.setAnimationLoop, or canvas 3D scenes in vanilla JS/framework components -- even if they don't say "optimize". Not for react-three-fiber (see the react-three-fiber skill).
three.js (vanilla) Optimizer
Audit how a codebase uses three.js, report what leaks or wastes GPU/CPU, agree a plan, then fix.
Bare three.js failure modes: render loops created per component (stacked RAF callbacks, hot-reload
pile-ups, callbacks that keep running after unmount), missing dispose() for geometries,
materials, textures, and the renderer (GPU memory grows until contexts die), per-frame heap
allocations, and pixel-ratio/shadow settings tuned for screenshots rather than the web. Report
first, plan approved, then edit.
Workflow
1. Scope (quick)
- Project root (
package.json—threeversion; note framework wrappers; this skill is for bare three.js — route react-three-fiber projects to thereact-three-fiberskill). - Run
python <skill-dir>/scripts/audit.py <project-root> [--json]— inventories renderer creations, loop patterns (requestAnimationFrame vs setAnimationLoop, cancellation), dispose coverage, per-frame allocation candidates, pixel ratio/shadow settings, import paths.
2. Audit
Read what the script flagged. Load references as fit:
| Area | Reference |
| Render loop & component lifecycle: RAF stacking, teardown | references/loop-lifecycle.md |
| Scene resources: geometry/material/texture lifecycle, dispose | references/scene-resources.md |
| Per-frame cost: allocations, geometry updates, shadows, DPR | references/perf-frame.md |
Runtime checks you do by hand: memory over time (DevTools performance monitor — GPU/JS heap should stabilize), navigating repeatedly through the page holding the canvas (context loss?), hot-reload loops (multiple scenes?), reduced-motion relevance for background scenes.
Mark findings Confirmed or Suspected.
3. Report
Fill in assets/report-template.md, save as THREEJS_REPORT.md in the project root. Group:
loop/lifecycle, resources, per-frame cost.
4. Plan — stop for approval
- Quick wins — cancel/clean RAF callbacks in unmount/effect cleanup; add
renderer.dispose()and resource disposal at teardown; boundsetPixelRatio(Math.min(devicePixelRatio, 2)); hoist per-framenew THREE.*allocations. - Structural — consolidate to one render loop per canvas (
renderer.setAnimationLoop); swap per-frame geometry rebuilds forsetAttributeupdates withneedsUpdate; scope shadows (cast/receive + bounded map size) where used. - Optional — texture budget (size/anisotropy/colorSpace), visibility-based pause (skip frames when tab hidden or canvas offscreen). Per step: files, expected effect, verification, rollback. Let the user drop or reorder.
5. Fix
Approved items only. Verify visually scene by scene: identical framing/materials after changes, no z-fighting or lighting shifts from shadow scope changes.
6. Verify and wrap up
- Memory soak: run/teardown repeatedly, watch GPU + JS heap plateau.
- FPS deltas where loop/per-frame changes landed; skipped rendering when hidden.
- Deferred items + next step.
Principles
- One renderer per canvas, one loop per renderer. Additional RAF callbacks should piggyback on the frame loop or be explicitly cancelled, not stack new loops.
- Everything GPU-resident gets disposed.
geometry.dispose(),material.dispose(),texture.dispose(),renderer.dispose()when a scene dies; leaking contexts crash sites. - The loop should allocate nothing per frame. Pre-create vectors/colors/objects, reuse.
- Update attributes, not geometry objects. Per-frame rebuild of
BufferGeometry(ornew THREE.BufferAttribute) churns upload bandwidth. - DPR and shadow maps are quality dials, not defaults. Bound pixel ratio, scope shadows.
- Live boundaries matter. Offscreen or hidden canvases shouldn't render at all.
- Docs over memory. three.js releases rename/remove APIs (
examples/jsm→three/addons,outputEncoding→outputColorSpace) — check the release notes for the installed version.
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