Three.js Skills is a set of skill files that gives Claude Code current guidance and working examples for Three.js, a JavaScript library used to create 3D scenes and graphics in web applications. It is for developers who want generated code to match the Three.js release they install and avoid outdated APIs. The catalogue entry consists of ten skills covering areas such as scenes, geometry, materials, lighting, and textures.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add CloudAI-X/threejs-skills --skill threejs-performancegit clone --depth 1 https://github.com/CloudAI-X/threejs-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/cloudai-x/threejs-skills/threejs-performance)<a href="https://agentmods.dev/skills/cloudai-x/threejs-skills/threejs-performance"><img src="https://agentmods.dev/badge/skills/cloudai-x/threejs-skills/threejs-performance/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/cloudai-x/threejs-skills/threejs-performance"><img src="https://agentmods.dev/badge/skills/cloudai-x/threejs-skills/threejs-performance.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00072 | $0.05890 |
| Opus 5.5 | $0.00029 | $0.02356 |
| Sonnet 5.5 | $0.00014 | $0.01178 |
| Haiku 4.5 | $0.00007 | $0.00589 |
Grade A, and why
threejs-performance scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 392 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js Performance
Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.
Quick Start
import * as THREE from "three";
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.add(new THREE.HemisphereLight(0xffffff, 0x445566, 1));
const sun = new THREE.DirectionalLight(0xffffff, 2);
sun.position.set(3, 6, 4);
scene.add(sun);
const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 2, 8);
const mesh = new THREE.Mesh(new THREE.SphereGeometry(1, 32, 16), new THREE.MeshStandardMaterial({ color: 0x4488ff }));
scene.add(mesh);
function animate() {
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
// the counters reset at the start of every render() call, so these cover the frame just drawn
console.log(`${renderer.info.render.calls} calls, ${renderer.info.render.triangles} triangles, ${renderer.info.memory.textures} textures`);
}
renderer.setAnimationLoop(animate);
Measure First
Optimize what the numbers name, not what a hunch suspects. WebGLRenderer's renderer.info object is read after render():
function animate() {
renderer.render(scene, camera);
console.table({
calls: renderer.info.render.calls, // draw calls submitted by this render
triangles: renderer.info.render.triangles,
lines: renderer.info.render.lines,
points: renderer.info.render.points,
geometries: renderer.info.memory.geometries, // geometry buffers live on the GPU
textures: renderer.info.memory.textures,
programs: renderer.info.programs.length, // compiled shader programs in the cache
});
}
renderer.setAnimationLoop(animate);
Details worth knowing when reading these:
- The counters reset at the start of every
render()call whileinfo.autoResetis true (the default). Reading them beforerender()reports the previous frame, and a frame with severalrender()calls (picking, reflections, post passes) shows only the last one's numbers. - Shadow-map drawing runs through the same counters: each shadow-casting light re-draws its casters from the light's view inside
render(), and those draws appear incallsandtriangles. Toggling a light'scastShadowis directly visible here. info.memory.geometriesandinfo.memory.texturescount uploads, not bytes; they drop when the matchingdispose()runs. Geometries and textures upload once and are shared by every mesh that references them.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- yesterday First seen · 392 lines · 72 tokens per session scan A dacbf6a43ed2
threejs-performance is a skill published in the GitHub repository CloudAI-X/threejs-skills (3,661 stars, last pushed yesterday), licensed MIT. It adds 72 tokens to every session and 5,890 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-20.
Other skills, from other repositories
playtest-report
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Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.