threejs-perf-loading

threejs-perf-loading is a skill for Claude Code, Codex from vladmdgolam/agent-skills. It costs 262 tokens per session (6,945 once invoked), scanned A, original, MIT.

A collection of loading and performance patterns for Three.js and other real-time 3D web scenes. Three.js is a JavaScript library for displaying interactive 3D graphics in a browser.

In plain words
What is it for?
Use it when improving asset loading, shader warmup, rendering performance, and responsiveness in WebGL or WebGPU sites.
Why use it?
It explains ways to reduce loading delays and stuttering, including the delay caused when the graphics system first compiles rendering programs.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it when improving asset loading, shader warmup, rendering performance, and responsiveness in WebGL or WebGPU sites.

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Install with agentmods
npx agentmods add skills/vladmdgolam/agent-skills/threejs-perf-loading
Install

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.

Any agent
npx skills add vladmdgolam/agent-skills --skill threejs-perf-loading
Clone the repo
git clone --depth 1 https://github.com/vladmdgolam/agent-skills

Made for: Claude Code, Codex.

Wrote 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.

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README.md
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Your own site · 80×15
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Per session 262 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,945 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00262 $0.06945
Opus 5 $0.00131 $0.03472
Sonnet 5 $0.00052 $0.01389
Haiku 4.5 $0.00026 $0.00694

Measured 10d ago against content hash fb58f1f850a0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

threejs-perf-loading 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 10d 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.

skills/threejs-perf-loading/SKILL.md · 566 lines

How it starts

The opening of the file, as written. The whole thing — 566 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Three.js Performance & Loading Patterns

Patterns drawn from studying modern Three.js/WebGPU production sites built by top-notch studios and developers, each solving a different piece of "make a heavy real-time scene feel instant and never stutter." This file distills the transferable patterns, organized by what problem they solve.

Don't treat any of this as an au-courant checklist to apply wholesale — each technique below traded something (code complexity, a stubbed physical behavior, a hard cutoff) for its win. Read the "cost" note on each one before copying it.

1. Loading & warmup — hide compile/decode cost behind the spinner

The classic symptom this section solves: loading bar hits 100%, then a 1-2 second freeze before the scene appears. That freeze is (almost always) the GPU driver compiling shader pipelines on first use — WebGL/WebGPU compile lazily, per unique material/uniform combination, the first time it's drawn. If your loading screen only waits for asset fetch, you've hidden network latency but not compile latency.

Fix: force every pipeline to compile while the loading UI is still up, by actually rendering through it once. (Source: ivress-brand-site-teardown.md)

// Simplified from the ivress renderer's warmup phase.
class WarmupRenderer {
  async runWarmupFrame(camera) {
    // 1. Activate the section/state whose materials you're about to warm.
    this._activateSection(this.warmupSectionIndex);

    // 2. Disable frustum culling for this pass — you need EVERY mesh to
    //    actually draw, including ones off-screen from this camera, or its
    //    pipeline never compiles.
    const culled = [];
    scene.traverse((o) => {
      if (o.isMesh && o.frustumCulled) { o.frustumCulled = false; culled.push(o); }
    });

    // 3. Render a handful of real frames through the FULL post-processing
    //    chain (bloom, grade, everything) — not a stripped-down warm pass.
    //    Uncompiled post nodes will still stall on first real use otherwise.
    this.scenePass.camera = camera;
    await this.postProcessing.render();

    culled.forEach((o) => { o.frustumCulled = true; });

    // 4. Advance to the next section/state and repeat until every
    //    section's material set has drawn at least once.
  }

  completeWarmup() {
    this._restoreOriginalState();
    // Wait 2 RAFs + a microtask — let the compositor fully settle —
    // THEN fire the event your loading UI listens for to fade out.
    requestAnimationFrame(() => requestAnimationFrame(() => queueMicrotask(() => {
      emit('compileEnd');   // safe to also start loading non-critical assets now
      emit('reveal', { isIn: true });
    })));
  }
}

Read the full file on GitHub · 566 lines

Changes

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.

  1. 10d ago First seen · 566 lines · 262 tokens per session scan A fb58f1f850a0

Subscribe to this mod's changes

threejs-perf-loading is a skill published in the GitHub repository vladmdgolam/agent-skills (8 stars, last pushed yesterday), licensed MIT. It adds 262 tokens to every session and 6,945 once invoked, about $0.0013 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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