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 staruhub/ClaudeSkills --skill geek-skills-threejs-performancegit clone --depth 1 https://github.com/staruhub/ClaudeSkillsWrote 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/staruhub/claudeskills/geek-skills-threejs-performance)<a href="https://agentmods.dev/skills/staruhub/claudeskills/geek-skills-threejs-performance"><img src="https://agentmods.dev/badge/skills/staruhub/claudeskills/geek-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/staruhub/claudeskills/geek-skills-threejs-performance"><img src="https://agentmods.dev/badge/skills/staruhub/claudeskills/geek-skills-threejs-performance.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00150 | $0.01814 |
| Opus 5 | $0.00075 | $0.00907 |
| Sonnet 5 | $0.00030 | $0.00363 |
| Haiku 4.5 | $0.00015 | $0.00181 |
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 12d ago.
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 — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js 性能优化指南
黄金法则
绘制调用 < 100 次/帧。 三角形数量不如绘制调用数量重要;超过 500 次绘制调用,强大 GPU 也会吃力。用 renderer.info.render.calls 监控(完整监控代码见 references/examples.md)。
诊断决策树
| 症状 | 先查 | 深入 |
|---|---|---|
| 掉帧、卡顿 | renderer.info.render.calls 是否 >100 |
实例化/合批(下文),后处理链 |
| 内存持续增长 | renderer.info.memory 的 geometries/textures 计数是否只增不减 |
dispose 铁律(下文),references/examples.md 完整清理代码 |
| 加载慢、显存爆 | 模型是否未压缩 | references/assets.md 压缩管线 |
| 粒子/物理瓶颈 | CPU 粒子是否 >5 万 | WebGPU 计算着色器,references/webgpu.md |
| R3F 项目莫名重渲染 | useFrame 里是否 setState | R3F 三规则(下文) |
各领域规则速查
WebGPU:何时迁移
绘制调用密集掉帧 / 需要计算着色器做物理粒子(CPU 约 5 万上限,GPU 可达数百万)/ 复杂后处理链卡顿。
WebGPURenderer 必须 await renderer.init()。TSL 写一次自动编译 WGSL/GLSL。
浏览器支持下限(记录时点数据,现查 caniuse 为准):Chrome/Edge 113+,Firefox 141+,Safari 26+。
初始化回退、TSL 完整指南、计算着色器示例:references/webgpu.md。
绘制调用优化
- 大量相同几何体(树、石头)→
InstancedMesh:1000 棵树 = 1 次绘制 - 多个不同几何体共享材质 →
BatchedMesh - 静态小物件 →
mergeGeometries合并 - 材质共享复用,永远不要在循环里
new Material
资源压缩(收益数字)
- Draco 几何体压缩:体积减 90-95%
- KTX2 纹理:GPU 内存约降 10 倍
- 一条命令:
gltf-transform optimize model.glb out.glb --texture-compress ktx2 --compress draco - 解码器路径配置与 Meshopt/Draco 选型:
references/assets.md
内存铁律
Three.js 不会自动回收 GPU 资源。 移除对象必须:geometry.dispose() + 遍历 material 的所有 texture 属性逐个 dispose + material.dispose();GLTF 的 ImageBitmap 还要 texture.source.data.close()。频繁增删对象用对象池。完整代码:references/examples.md。
着色器三规则
① 移动端 precision mediump float(约快 2 倍)② 用 mix/step 替代 if 分支(分支破坏 GPU 并行)③ 数据打包进 vec4,一次纹理取 4 个值。
光照阴影预算
活动光源 ≤3;PointLight 阴影 = 每光源 6 次阴影贴图渲染;贴图尺寸移动端 512-1024、桌面 1024-2048;静态场景 shadowMap.autoUpdate = false 手动触发 + 烘焙光照。
React Three Fiber 三规则
① 动画走 useFrame 直改 ref,永远不在 useFrame 里 setState ② 静态场景用 frameloop="demand" + invalidate() 按需渲染 ③ 显隐切 visible 属性,不要条件挂载 {show && <Model/>}(重挂载重建资源)。完整优化模板:references/examples.md。
后处理选型
WebGL → pmndrs/postprocessing(多效果合并 EffectPass);WebGPU → 原生 TSL 后处理管线。两者完整设置:references/examples.md。
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 12d ago First seen · 95 lines · 150 tokens per session scan A 65ae6ea2aba3
threejs-performance is a skill published in the GitHub repository staruhub/ClaudeSkills (712 stars, last pushed 29d ago), licensed MIT. It adds 150 tokens to every session and 1,814 once invoked, about $0.0007 per session on Opus 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 2026-08-30.
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