threejs

Builds 3D web experiences with Three.js, WebGPU rendering, TSL shaders, and React Three Fiber. Covers scene setup, asset optimization, performance tuning, and React 19 integration. Use when creating 3D scenes, setting up WebGPU rendering, writing TSL shaders, optimizing draw calls, or integrating Three.js with React and Next.js.

Safety Notice

This listing is imported from skills.sh public index metadata. Review upstream SKILL.md and repository scripts before running.

Copy this and send it to your AI assistant to learn

Install skill "threejs" with this command: npx skills add oakoss/agent-skills/oakoss-agent-skills-threejs

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

PatternAPI / ApproachKey Points
WebGPU rendererimport * as THREE from 'three/webgpu'Must await renderer.init() before first render
R3F canvas<Canvas gl={...}> with SuspenseWrap in <Suspense> for streaming support
Frame updatesuseFrame((state, delta) => ...)Mutate refs directly; never use setState
TSL shadersimport { ... } from 'three/tsl'Node-based; compiles to WGSL or GLSL
Instancing<instancedMesh> with matrix updatesSingle draw call for repeated geometry
Batched meshBatchedMesh (r156+)Different geometries sharing one material
Draco compressiongltf-pipeline -i in.gltf -o out.glb -dUp to 90% geometry size reduction
KTX2 texturesBasis Universal via toktxStays compressed in VRAM
LODTHREE.LOD with distance thresholdsSwap detail levels by camera distance
On-demand render<Canvas frameloop="demand">Only render when scene state changes
Cleanup.dispose() on unmountGeometries, materials, and textures
Compute shadersFn(() => {...})().compute(count)GPU-side physics, particles, flocking
LightingDirectionalLight, SpotLight, HemisphereLightEnable shadowMap on renderer + castShadow on light
GLTF loadingGLTFLoader + DRACOLoaderDraco for geometry compression; traverse for shadows
AnimationAnimationMixer + clipAction()Update with clock.getDelta() every frame
Crossfadeaction.fadeOut() / action.fadeIn()Weight-based blending between walk/run/idle
Environment mapsRGBELoader + PMREMGeneratorSet scene.environment for PBR reflections
RaycastingRaycaster.setFromCamera(pointer, cam)Mouse/touch picking; use recursive: true for GLTF
Morph targetsmesh.morphTargetInfluences[index]Facial animation, blend shapes from GLTF

Common Mistakes

MistakeCorrect Pattern
Allocating new THREE.Vector3() or new THREE.Color() inside useFramePre-allocate outside the loop to avoid GC pressure every frame
Using requestAnimationFrame manually in React projectsUse R3F's useFrame hook for frame-by-frame updates
Not awaiting renderer.init() for WebGPUAlways await renderer.init() before the first render to avoid race conditions
Loading assets without <Suspense> boundariesWrap <Canvas> in <Suspense> to prevent main thread blocking
Using high-poly models for background or distant elementsUse LOD (Level of Detail) or Impostors to reduce draw calls
Using setState inside render loop for animationsMutate 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 modelsTraverse and dispose geometries, materials, and textures on removal
Shadow map enabled on renderer but not on the lightSet both renderer.shadowMap.enabled and light.castShadow = true
Large far/near ratio on cameraKeep 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

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

Related Skills

Related by shared tags or category signals.

Automation

playwright

No summary provided by upstream source.

Repository SourceNeeds Review
Automation

ui-ux-polish

No summary provided by upstream source.

Repository SourceNeeds Review
Automation

tanstack-form

No summary provided by upstream source.

Repository SourceNeeds Review
Automation

find-skills

No summary provided by upstream source.

Repository SourceNeeds Review