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threejs AI Agent Skill
Quellcode ansehen: oakoss/agent-skills
MediumInstallation
npx skills add oakoss/agent-skills --skill threejs 37
Installationen
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
| Pattern | API / Approach | Key Points |
|---|---|---|
| WebGPU renderer | import * as THREE from 'three/webgpu' |
Must await renderer.init() before first render |
| R3F canvas | <Canvas gl={...}> with Suspense |
Wrap in <Suspense> for streaming support |
| Frame updates | useFrame((state, delta) => ...) |
Mutate refs directly; never use setState |
| TSL shaders | import { ... } from 'three/tsl' |
Node-based; compiles to WGSL or GLSL |
| Instancing | <instancedMesh> with matrix updates |
Single draw call for repeated geometry |
| Batched mesh | BatchedMesh (r156+) |
Different geometries sharing one material |
| Draco compression | gltf-pipeline -i in.gltf -o out.glb -d |
Up to 90% geometry size reduction |
| KTX2 textures | Basis Universal via toktx |
Stays compressed in VRAM |
| LOD | THREE.LOD with distance thresholds |
Swap detail levels by camera distance |
| On-demand render | <Canvas frameloop="demand"> |
Only render when scene state changes |
| Cleanup | .dispose() on unmount |
Geometries, materials, and textures |
| Compute shaders | Fn(() => {...})().compute(count) |
GPU-side physics, particles, flocking |
| Lighting | DirectionalLight, SpotLight, HemisphereLight |
Enable shadowMap on renderer + castShadow on light |
| GLTF loading | GLTFLoader + DRACOLoader |
Draco for geometry compression; traverse for shadows |
| Animation | AnimationMixer + clipAction() |
Update with clock.getDelta() every frame |
| Crossfade | action.fadeOut() / action.fadeIn() |
Weight-based blending between walk/run/idle |
| Environment maps | RGBELoader + PMREMGenerator |
Set scene.environment for PBR reflections |
| Raycasting | Raycaster.setFromCamera(pointer, cam) |
Mouse/touch picking; use recursive: true for GLTF |
| Morph targets | mesh.morphTargetInfluences[index] |
Facial animation, blend shapes from GLTF |
Common Mistakes
| Mistake | Correct Pattern |
|---|---|
Allocating new THREE.Vector3() or new THREE.Color() inside useFrame |
Pre-allocate outside the loop to avoid GC pressure every frame |
Using requestAnimationFrame manually in React projects |
Use R3F's useFrame hook for frame-by-frame updates |
Not awaiting renderer.init() for WebGPU |
Always await renderer.init() before the first render to avoid race conditions |
Loading assets without <Suspense> boundaries |
Wrap <Canvas> in <Suspense> to prevent main thread blocking |
| Using high-poly models for background or distant elements | Use LOD (Level of Detail) or Impostors to reduce draw calls |
Using setState inside render loop for animations |
Mutate 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 models | Traverse and dispose geometries, materials, and textures on removal |
| Shadow map enabled on renderer but not on the light | Set both renderer.shadowMap.enabled and light.castShadow = true |
Large far/near ratio on camera |
Keep ratio small to avoid z-fighting; set near as large as possible |
Delegation
- Asset and scene graph exploration: Use
Exploreagent - Multi-file scene refactoring and optimization passes: Use
Taskagent - 3D architecture and rendering pipeline planning: Use
Planagent
References
Installationen
Sicherheitsprüfung
Quellcode ansehen
oakoss/agent-skills
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So verwenden Sie diesen Skill
Install threejs by running npx skills add oakoss/agent-skills --skill threejs in your project directory. Führen Sie den obigen Installationsbefehl in Ihrem Projektverzeichnis aus. Die Skill-Datei wird von GitHub heruntergeladen und in Ihrem Projekt platziert.
Keine Konfiguration erforderlich. Ihr KI-Agent (Claude Code, Cursor, Windsurf usw.) erkennt installierte Skills automatisch und nutzt sie als Kontext bei der Code-Generierung.
Der Skill verbessert das Verständnis Ihres Agenten für threejs, und hilft ihm, etablierte Muster zu befolgen, häufige Fehler zu vermeiden und produktionsreifen Code zu erzeugen.
Was Sie erhalten
Skills sind Klartext-Anweisungsdateien — kein ausführbarer Code. Sie kodieren Expertenwissen über Frameworks, Sprachen oder Tools, das Ihr KI-Agent liest, um seine Ausgabe zu verbessern. Das bedeutet null Laufzeit-Overhead, keine Abhängigkeitskonflikte und volle Transparenz: Sie können jede Anweisung vor der Installation lesen und prüfen.
Kompatibilität
Dieser Skill funktioniert mit jedem KI-Coding-Agenten, der das skills.sh-Format unterstützt, einschließlich Claude Code (Anthropic), Cursor, Windsurf, Cline, Aider und anderen Tools, die projektbezogene Kontextdateien lesen. Skills sind auf Transportebene framework-agnostisch — der Inhalt bestimmt, für welche Sprache oder welches Framework er gilt.
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