threejs-r3f
Skill1.2k starsChanged 20 days agoMITView on GitHub
Three.js and React Three Fiber sub-skill - 3D scenes, shaders, postprocessing.
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 1 is distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 42
Always wrap scene content in <Suspense> -- loaders (GLTF, textures, HDRI) need it
- Distinctive: line 44
Keep the Canvas parent component minimal -- re-renders propagate into the scene
- Very specific: line 129
Use stats-gl or r3f-perf to monitor.
≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Three.js & React Three Fiber
3D on the web. Three.js is the engine, R3F is the React renderer. Concise rules here. Deep-dive in
references/.
When to Use What
| Need | Tool | Why |
| Full 3D scene (models, lights, physics) | R3F + drei | Declarative, React-friendly, ecosystem |
| Vanilla 3D (no React) | Three.js direct | Lighter, no React overhead |
| Simple 3D transforms on UI | CSS transform3d | GPU-composited, no WebGL context |
| 2D particles / generative | Canvas 2D | Simpler API, less GPU overhead |
| Shader-only visuals (no scene graph) | Raw WebGL / ShaderMaterial | Maximum control, minimal abstraction |
Scene Setup Patterns
import { Canvas } from '@react-three/fiber'
import { Environment, OrbitControls } from '@react-three/drei'
import { Suspense } from 'react'
<Canvas camera={{ position: [0, 2, 5], fov: 45 }} dpr={[1, 2]} gl={{ antialias: true }}>
<Suspense fallback={null}>
<Environment preset="studio" />
<OrbitControls makeDefault />
<Scene />
</Suspense>
</Canvas>Rules:
- Always wrap scene content in
<Suspense>-- loaders (GLTF, textures, HDRI) need it - Set
dpr={[1, 2]}to clamp pixel ratio (Retina without melting GPUs) - Keep the Canvas parent component minimal -- re-renders propagate into the scene
R3F Hooks
| Hook | Purpose | Gotcha |
useFrame((state, delta) => {}) | Per-frame logic (animation, physics) | Never setState inside |
useThree() | Access gl, scene, camera, size, viewport, pointer | Destructure only what you need |
useLoader(TextureLoader, url) | Load any Three.js resource | Wrap parent in Suspense |
useGraph(scene) | Extract nodes/materials from loaded scene | Useful after useGLTF |
useFrame Tips
useFrame((state, delta) => {
// Use delta for framerate-independent animation
meshRef.current.rotation.y += delta * 0.5
// Access clock for time-based effects
material.uniforms.uTime.value = state.clock.elapsedTime
})Drei Essentials
| Component | Use Case |
Environment | HDRI lighting (presets: studio, sunset, city, forest, dawn) |
Float | Idle floating animation (speed, rotationIntensity, floatIntensity) |
Text3D | Extruded 3D text (needs JSON font from Facetype.js) |
useGLTF | Load .glb/.gltf models (returns { nodes, materials, scene }) |
useGLTF.preload(url) | Preload model before component mounts |
MeshTransmissionMaterial | Glass/crystal/liquid refraction effects |
PresentationControls | Drag-to-rotate for product showcases |
Center | Auto-center any group of meshes |
Detailed | LOD -- swap geometry by camera distance |
useTexture | Load textures with Suspense support |
Instances | Declarative instancing for repeated meshes |
Postprocessing
import { EffectComposer, Bloom, ChromaticAberration } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'
<EffectComposer>
<Bloom
luminanceThreshold={1}
luminanceSmoothing={0.4}
intensity={0.6}
/>
<ChromaticAberration
blendFunction={BlendFunction.NORMAL}
offset={[0.002, 0.002]}
/>
</EffectComposer>Rules:
- Bloom is selective by default -- lift material color/emissive above 1.0 to make it glow
luminanceThreshold={1}= nothing glows unless explicitly emissive- Order matters inside EffectComposer
- Effects are merged into a single pass (performant by design)
Performance Patterns
| Pattern | When |
<Instances> / InstancedMesh | 100+ identical meshes (particles, trees, crowds) |
<Detailed distances={[0, 50, 100]}> | LOD: swap hi/lo models by distance |
dispose={null} on <primitive> | Prevent auto-dispose when reusing shared geometry |
useGLTF + Draco | Compress .glb models (70-90% size reduction) |
useTexture + KTX2 | Compressed GPU textures (1/4 VRAM) |
frameloop="demand" on Canvas | Only render when something changes (static scenes) |
invalidate() from useThree | Trigger a render in demand mode |
Offscreen canvas (<Canvas eventSource={...}>) | Run rendering off main thread |
Target metrics: < 100 draw calls, < 1M triangles, 60fps on mid-range GPU.
Use stats-gl or r3f-perf to monitor.
Do Not
1. Never setState in useFrame
Causes full React re-render 60x/second. Mutate refs directly.
// BAD
useFrame(() => {
setRotation(prev => prev + 0.01) // React re-render every frame
})
// GOOD
useFrame((_, delta) => {
meshRef.current.rotation.y += delta * 0.5 // Direct mutation, zero re-renders
})2. Never allocate in the render loop
new Vector3() per frame = GC spikes = stutter.
// BAD
useFrame((state) => {
const target = new THREE.Vector3(0, Math.sin(state.clock.elapsedTime), 0)
meshRef.current.position.copy(target)
})
// GOOD
const _target = useMemo(() => new THREE.Vector3(), [])
useFrame((state) => {
_target.set(0, Math.sin(state.clock.elapsedTime), 0)
meshRef.current.position.copy(_target)
})3. Never forget dispose (memory leak)
Three.js textures, geometries, and materials live on the GPU. Unmounting a React component does NOT free them.
// BAD -- texture stays in VRAM after unmount
const texture = useLoader(TextureLoader, '/big-texture.jpg')
// GOOD -- R3F auto-disposes when using JSX primitives
// For manual resources, dispose in cleanup:
useEffect(() => {
return () => {
texture.dispose()
geometry.dispose()
material.dispose()
}
}, [])4. Never re-render the Canvas parent
State changes in the parent force the entire Canvas to remount = flash, lost state, reloaded assets.
// BAD
function App() {
const [uiState, setUiState] = useState(false) // re-renders remount Canvas
return (
<>
<button onClick={() => setUiState(!uiState)}>Toggle</button>
<Canvas><Scene config={uiState} /></Canvas>
</>
)
}
// GOOD -- isolate Canvas in its own component
function App() {
return (
<>
<UI />
<SceneCanvas />
</>
)
}5. Never load assets without Suspense
Loaders (useGLTF, useTexture, useLoader) throw promises. Without Suspense, you get crashes.
// BAD
<Canvas>
<Model /> {/* useGLTF inside -- will throw */}
</Canvas>
// GOOD
<Canvas>
<Suspense fallback={<Loader />}>
<Model />
</Suspense>
</Canvas>Quick Reference: Loading Sub-resources
| Need | Load |
| Scene boilerplate, lighting rigs, controls | references/scene-setup.md |
| Custom shaders, GLSL patterns, uniforms | references/shaders.md |
| Animation principles, easing, timing | ../motion-principles/SKILL.md |
| GSAP + Three.js integration | ../gsap/SKILL.md |
Trending
More talk lately.thin dataabout the whole repository
Who's talking about jwuthri-cloud/Tracely-ai
The biggest 1 of 1 mention linking to the repository that our crawl found. Each line is their own headline.
Other versions4 projects use a version of this.
Word for word · 2
- Jwuthri/Tracely-ai★ 1.5k100% same
- davidanthonyn/claude-skills★ 0100% same
Edited · 1
- AThevon/genjutsu★ 71776% same
Wrote their own version · 1
- sid-lakhani/agents-config★ 2same name
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 repository43 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- canvas-generativeSkill
- castSkill
- compose-graphicsSkill
- compose-motionSkill
- compose-multiplatformSkill
- css-nativeSkill
- design-auditSkill
- desktop-principlesSkill
- framer-motionSkill
- gsap-coreSkill
- gsap-frameworksSkill
- gsap-performanceSkill
- gsap-pluginsSkill
- gsap-reactSkill
- gsap-scrolltriggerSkill
- gsapSkill
- gsap-timelineSkill
- gsap-utilsSkill
- mobile-principlesSkill
- motion-designSkill
- motion-principlesSkill
- paintSkill
- swiftui-graphicsSkill
- swiftui-motionSkill
- ui-ux-pro-maxSkill
- ai-observability-langchain-pythonSkill
- competitive-landscapeSkill
- competitor-analysisSkill
- deslopSkill
- keyword-clusteringSkill
- keyword-researchSkill
- link-prospectingSkill
- maintain-greptile-rulesSkill
- merge-readySkill
- openseo-release-notesSkill
- openseo-review-web-contentSkill
- papercutsSkill
- seo-auditSkill
- seo-coachSkill
- seo-project-setupSkill
- simple-issue-descriptionSkill
- tracelySkill
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

