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
llmsbranch 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- Userenderer.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));