threejs

SKILL.md

Three.js

Overview

Guides building high-performance 3D web experiences with Three.js, WebGPU-first rendering, TSL (Three Shader Language), and React Three Fiber. Covers scene architecture, asset compression, draw call budgets, and React 19 / Next.js integration patterns.

When to use: Creating 3D scenes, WebGPU rendering setup, TSL shader authoring, asset optimization (Draco/KTX2), React Three Fiber composition, Next.js streaming for 3D content, loading GLTF models, setting up lighting and shadows, animation playback and blending.

When NOT to use: 2D canvas animations (use Canvas API), simple SVG graphics, server-side rendering without client hydration, projects targeting pre-2022 hardware exclusively.

Quick Reference

Pattern API / Approach Key Points
WebGPU renderer import * as THREE from 'three/webgpu' Must await renderer.init() before first render
R3F canvas <Canvas gl={...}> with Suspense Wrap in <Suspense> for streaming support
Frame updates useFrame((state, delta) => ...) Mutate refs directly; never use setState
TSL shaders import { ... } from 'three/tsl' Node-based; compiles to WGSL or GLSL
Instancing <instancedMesh> with matrix updates Single draw call for repeated geometry
Batched mesh BatchedMesh (r156+) Different geometries sharing one material
Draco compression gltf-pipeline -i in.gltf -o out.glb -d Up to 90% geometry size reduction
KTX2 textures Basis Universal via toktx Stays compressed in VRAM
LOD THREE.LOD with distance thresholds Swap detail levels by camera distance
On-demand render <Canvas frameloop="demand"> Only render when scene state changes
Cleanup .dispose() on unmount Geometries, materials, and textures
Compute shaders Fn(() => {...})().compute(count) GPU-side physics, particles, flocking
Lighting DirectionalLight, SpotLight, HemisphereLight Enable shadowMap on renderer + castShadow on light
GLTF loading GLTFLoader + DRACOLoader Draco for geometry compression; traverse for shadows
Animation AnimationMixer + clipAction() Update with clock.getDelta() every frame
Crossfade action.fadeOut() / action.fadeIn() Weight-based blending between walk/run/idle
Environment maps RGBELoader + PMREMGenerator Set scene.environment for PBR reflections
Raycasting Raycaster.setFromCamera(pointer, cam) Mouse/touch picking; use recursive: true for GLTF
Morph targets mesh.morphTargetInfluences[index] Facial animation, blend shapes from GLTF

Common Mistakes

Mistake Correct Pattern
Allocating new THREE.Vector3() or new THREE.Color() inside useFrame Pre-allocate outside the loop to avoid GC pressure every frame
Using requestAnimationFrame manually in React projects Use R3F's useFrame hook for frame-by-frame updates
Not awaiting renderer.init() for WebGPU Always await renderer.init() before the first render to avoid race conditions
Loading assets without <Suspense> boundaries Wrap <Canvas> in <Suspense> to prevent main thread blocking
Using high-poly models for background or distant elements Use LOD (Level of Detail) or Impostors to reduce draw calls
Using setState inside render loop for animations Mutate refs directly via useFrame for frame-by-frame updates
Speed tied to frame rate (rotation += 0.01) Multiply by delta for frame-rate-independent motion
Not using clock.getDelta() for mixer.update() Always pass delta time to mixer.update(delta) for correct animation speed
Forgetting to dispose loaded GLTF models Traverse and dispose geometries, materials, and textures on removal
Shadow map enabled on renderer but not on the light Set both renderer.shadowMap.enabled and light.castShadow = true
Large far/near ratio on camera Keep ratio small to avoid z-fighting; set near as large as possible

Delegation

  • Asset and scene graph exploration: Use Explore agent
  • Multi-file scene refactoring and optimization passes: Use Task agent
  • 3D architecture and rendering pipeline planning: Use Plan agent

References

Weekly Installs
18
GitHub Stars
4
First Seen
Feb 23, 2026
Installed on
claude-code16
opencode15
github-copilot14
codex14
kimi-cli14
gemini-cli14