three-best-practices

120+ performance rules across 18 categories for optimizing Three.js applications. Organized by priority from fundamental setup (Import Maps, modern renderers) through critical concerns (memory disposal, render loops, draw calls) to specialized topics (WebGPU, TSL shaders, WebXR) Covers both WebGLRenderer and WebGPURenderer with guidance on choosing between them and leveraging TSL (Three.js Shading Language) for shader development Includes practical rules for geometry batching, material reuse, texture compression (Draco, KTX2), lighting optimization, and mobile-specific constraints like pixel ratio limits and shader precision Each rule references detailed documentation with BAD/GOOD code examples, targeting performance goals like sub-100 draw calls per frame and proper resource cleanup to prevent memory leaks

INSTALLATION
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SKILL.md

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

Priority

Category

Impact

Prefix

0

Modern Setup & Imports

FUNDAMENTAL

setup-

1

Memory Management & Dispose

CRITICAL

memory-

2

Render Loop Optimization

CRITICAL

render-

3

Draw Call Optimization

CRITICAL

drawcall-

4

Geometry & Buffer Management

HIGH

geometry-

5

Material & Texture Optimization

HIGH

material-

6

Asset Compression

HIGH

asset-

7

Lighting & Shadows

MEDIUM-HIGH

lighting-

8

Scene Graph Organization

MEDIUM

scene-

9

Shader Best Practices (GLSL)

MEDIUM

shader-

10

TSL (Three.js Shading Language)

MEDIUM

tsl-

11

WebGPU Renderer

MEDIUM

webgpu-

12

Loading & Assets

MEDIUM

loading-

13

Core Web Vitals

MEDIUM-HIGH

vitals-

14

Camera & Controls

LOW-MEDIUM

camera-

15

Animation System

MEDIUM

animation-

16

Physics Integration

MEDIUM

physics-

17

WebXR / VR / AR

MEDIUM

webxr-

18

Audio

LOW-MEDIUM

audio-

19

Post-Processing

MEDIUM

postpro-

20

Mobile Optimization

HIGH

mobile-

21

Production

HIGH

error-, migration-

22

Debug & DevTools

LOW

debug-

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));
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