Agent skill

Three Best Practices

by zebbern in zebbern/claude-code-guide

Three.js performance optimization and best practices guidelines.

MITAuto-check passedGame Development

Install Three Best Practices

skills CLI
$ npx skills add zebbern/claude-code-guide --skill three-best-practices -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install zebbern/claude-code-guide three-best-practices --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/zebbern/claude-code-guide.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/three-best-practices .claude/skills/three-best-practices && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
three-best-practices
GitHub stars
4.7k
Token cost
~3.3k tokens
SKILL.md length
1,127 words
Files
29
Skills in repo
46
Repo updated
First seen
Licence
MIT

At a glance

Three.js performance optimization and best practices guidelines.

  • Works in 12 steps: Modern Setup (FUNDAMENTAL) → Memory Management (CRITICAL) → Render Loop (CRITICAL) → …
  • Optimizing Three.js code
  • SKILL.md covers Sources & Credits, When to Apply, Rule Categories by Priority and Quick Reference, plus 2 more sections
  • Reaches cdn.jsdelivr.net

What it does

Three Best Practices is an agent skill from zebbern/claude-code-guide. Three.js performance optimization and best practices guidelines. Use when writing, reviewing, or optimizing Three.js code. Triggers on tasks involving 3D scenes, WebGL/WebGPU rendering, geometries, materials, textures, lighting, shaders, or TSL.

Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 29 other files (for example `rules/_sections.md`, `rules/animation-system.md` and `rules/asset-compression.md`).

It sits in Game Development, covering 3D graphics and WebGL and Shaders. It works with Three.js. The repository describes itself as: Claude Code Guide - Setup, Commands, workflows, agents, skills & tips-n-tricks from beginner to power user! The licence is MIT.

When your agent uses it

  • Optimizing Three.js code
  • Tasks involving 3D scenes
  • WebGL/WebGPU rendering

Example prompts

  • “/three-best-practices”

Workflow steps

12 steps, taken from the step headings in SKILL.md.

  1. Modern Setup (FUNDAMENTAL)
  2. Memory Management (CRITICAL)
  3. Render Loop (CRITICAL)
  4. Draw Call Optimization (CRITICAL)
  5. Geometry (HIGH)
  6. Materials & Textures (HIGH)
  7. Asset Compression (HIGH)
  8. Lighting & Shadows (MEDIUM-HIGH)
  9. Scene Graph (MEDIUM)
  10. Shaders GLSL (MEDIUM)
  11. TSL - Three.js Shading Language (MEDIUM)
  12. WebGPU Renderer (MEDIUM)

What it can do on your machine

Read from SKILL.md and the folder at commit e62775c. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript and html).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • cdn.jsdelivr.net

    Also links to:

    • utsubo.com
    • github.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Three Best Practices loads about 3.3k tokens when it runs. Until then it costs about 67 tokens; SKILL.md has 1,127 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~67
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from zebbern/claude-code-guide at commit e62775c, republished under its MIT licence (© zebbern). 1,127 words, ~3,302 tokens.

Download SKILL.mdSave it as .claude/skills/three-best-practices/SKILL.md (or your agent's skills folder). This skill also uses 28 other files; get the full folder from GitHub.
name
three-best-practices
description
Three.js performance optimization and best practices guidelines. Use when writing, reviewing, or optimizing Three.js code. Triggers on tasks involving 3D scenes, WebGL/WebGPU rendering, geometries, materials, textures, lighting, shaders, or TSL.
license
MIT
metadata.author
three-agent-skills
metadata.version
2.1.0
metadata.three-version
0.182.0+

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

PriorityCategoryImpactPrefix
0Modern Setup & ImportsFUNDAMENTALsetup-
1Memory Management & DisposeCRITICALmemory-
2Render Loop OptimizationCRITICALrender-
3Draw Call OptimizationCRITICALdrawcall-
4Geometry & Buffer ManagementHIGHgeometry-
5Material & Texture OptimizationHIGHmaterial-
6Asset CompressionHIGHasset-
7Lighting & ShadowsMEDIUM-HIGHlighting-
8Scene Graph OrganizationMEDIUMscene-
9Shader Best Practices (GLSL)MEDIUMshader-
10TSL (Three.js Shading Language)MEDIUMtsl-
11WebGPU RendererMEDIUMwebgpu-
12Loading & AssetsMEDIUMloading-
13Core Web VitalsMEDIUM-HIGHvitals-
14Camera & ControlsLOW-MEDIUMcamera-
15Animation SystemMEDIUManimation-
16Physics IntegrationMEDIUMphysics-
17WebXR / VR / ARMEDIUMwebxr-
18AudioLOW-MEDIUMaudio-
19Post-ProcessingMEDIUMpostpro-
20Mobile OptimizationHIGHmobile-
21ProductionHIGHerror-, migration-
22Debug & DevToolsLOWdebug-

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
Show full SKILL.md (439 more words)Show less
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
html
<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
javascript
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
javascript
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
javascript
const isMobile = /Android|iPhone|iPad|iPod/i.test(navigator.userAgent);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, isMobile ? 1.5 : 2));

© zebbern, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 28 other files in skills/three-best-practices of zebbern/claude-code-guide.

  • SKILL.md
  • rules/_sections.md
  • rules/animation-system.md
  • rules/asset-compression.md
  • rules/audio-spatial.md
  • rules/core-web-vitals.md
  • rules/debug-devtools.md
  • rules/draw-call-optimization.md
  • rules/error-handling-recovery.md
  • rules/geometry-instanced-mesh.md
  • rules/gltf-loading-optimization.md
  • rules/lighting-shadows-advanced.md
  • rules/memory-dispose-geometry.md
  • rules/migration-checklist.md
  • rules/mobile-optimization.md
  • rules/object-pooling.md
  • rules/physics-integration.md
  • rules/postprocessing-optimization.md
  • rules/raycasting-optimization.md
  • rules/render-delta-time.md
  • … and 9 more

Open the folder on GitHubat commit e62775c

Compare with similar skills

Three Best Practices next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Three Best Practices compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Three Best Practices this skillzebbern/claude-code-guide4.7k—~3.3kAutomated safety check: PassMIT
New ExperimentTresjs/tres3.8k—~782Automated safety check: PassMIT
Shader Extractcth9191/site-clone133—~1.4kAutomated safety check: PassMIT
Typegpusoftware-mansion-labs/skills2912 repos~5.6kAutomated safety check: PassNone
Tslpmndrs/glyph393—~1.5kAutomated safety check: PassMIT
Stage RenderingSiege-Perilous/tableslayer122—~4.1kAutomated safety check: PassCustom licence

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Works with

Questions about Three Best Practices

What does Three Best Practices do?

Three.js performance optimization and best practices guidelines. Three Best Practices is an agent skill from zebbern/claude-code-guide.js performance optimization and best practices guidelines.

When should I use Three Best Practices?

Three Best Practices fits situations like: optimizing Three.js code; tasks involving 3D scenes; webGL/WebGPU rendering.

How do I install Three Best Practices in Claude Code?

Run `npx skills add zebbern/claude-code-guide --skill three-best-practices -a claude-code`. Or copy the skill folder (skills/three-best-practices in zebbern/claude-code-guide) into .claude/skills/three-best-practices in your project. Claude Code loads it when a task matches its description.

How do I install Three Best Practices in Codex?

Run `npx skills add zebbern/claude-code-guide --skill three-best-practices -a codex`. Or copy the skill folder (skills/three-best-practices in zebbern/claude-code-guide) into .agents/skills/three-best-practices in your project. Codex loads it when a task matches its description.

Can I use Three Best Practices in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add zebbern/claude-code-guide --skill three-best-practices -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/three-best-practices, .gemini/skills/three-best-practices, .github/skills/three-best-practices and .opencode/skills/three-best-practices in your project.

What does Three Best Practices need to run?

SKILL.md names no scripts, command-line tools or credentials: Three Best Practices is instructions for the agent only.

Does Three Best Practices access the network?

SKILL.md names 3 domains. In commands or code: cdn.jsdelivr.net; the agent is likely to contact it when it follows the instructions. As links in the text: utsubo.com and github.com. This is read from the text; nothing was executed.

Is Three Best Practices safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Three Best Practices use?

Three Best Practices is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Three Best Practices use?

About 3.3k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Three Best Practices?

Skills that share tags, products or a category with Three Best Practices: New Experiment (Tresjs/tres, 3.8k stars), Shader Extract (cth9191/site-clone, 133 stars), Typegpu (software-mansion-labs/skills, 291 stars) and Tsl (pmndrs/glyph, 393 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Three Best Practices?

zebbern (a GitHub user) maintains it in zebbern/claude-code-guide, which has 4,650 GitHub stars. The repository holds 46 skills in this directory. The repository was last updated on October 8, 2026.

Source: zebbern/claude-code-guide on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.