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Agent Skill · 前端设计

r3f-performance(r3f 性能)

用于辅助前端页面、组件、样式和交互逻辑的开发与维护。它适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码,整理组件结构,或定位布局和性能问题。使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。

r3f-performance 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证为 MIT,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 3,296。

总安装 1,411周安装 60GitHub Stars 8下载 494核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:r3f-performance(r3f 性能)
来源仓库:https://github.com/bbeierle12/skill-mcp-claude
仓库路径:skills/r3f-performance
安装命令:
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-performance
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-performance

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

r3f-performance 用于辅助前端页面、组件和交互逻辑的开发与维护,适合生成或审查 React 相关代码。适用于前端设计类任务,可帮助整理组件结构或定位布局问题。使用时需结合项目现有设计系统和构建方式,避免生成孤立片段。涉及页面改动时应配合本地预览和构建检查确认视觉效果。

适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/r3f-performance

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-perfor…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

r3f-performance 怎么安装?

在终端执行 npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-performance。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

r3f-performance 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

r3f-performance 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

r3f-performance 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

r3f-performance 用的人多吗?

公开数据是累计安装 1,411 次,近一周安装 60 次,下载 494 次,GitHub 8 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

r3f-performance 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
r3f-performance

r3f 性能 · 本页

1,4118只读MIT通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

R3F Performance

Optimize render performance through draw call reduction, geometry optimization, smart loading, and profiling.

Quick Start

// Performance-optimized Canvas
<Canvas
  dpr={[1, 2]}                    // Limit pixel ratio
  performance={{ min: 0.5 }}      // Adaptive performance
  frameloop="demand"              // Only render on change
  gl={{
    powerPreference: 'high-performance',
    antialias: false              // Disable for mobile
  }}
>
  <Suspense fallback={null}>
    <Scene />
  </Suspense>
</Canvas>

Frame Budget

Target 60fps = 16.67ms per frame. Budget breakdown:

PhaseTargetNotes
JavaScript< 4msuseFrame logic, state updates
GPU Render< 10msDraw calls, shaders
Compositing< 2msPost-processing, overlays
Buffer~1msSafety margin

Draw Call Optimization

The Golden Rule

Fewer draw calls > fewer triangles

A scene with 100 meshes of 1000 triangles each is slower than 1 mesh of 100,000 triangles.

Reduction Techniques

TechniqueDraw CallsWhen to Use
Instancing1 per unique mesh100+ identical objects
Merged geometry1 per merged batchStatic scene parts
Texture atlasesFewer materialsMany similar textures
LODReduces complexityLarge/distant objects

Instancing (Best for Identical Meshes)

// 10,000 cubes = 1 draw call
<instancedMesh args={[undefined, undefined, 10000]}>
  <boxGeometry />
  <meshStandardMaterial />
</instancedMesh>

Geometry Merging (Static Scenes)

import { useMemo } from 'react';
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils';
import * as THREE from 'three';

function MergedScene() {
  const mergedGeometry = useMemo(() => {
    const geometries: THREE.BufferGeometry[] = [];

    // Create many positioned geometries
    for (let i = 0; i < 100; i++) {
      const geo = new THREE.BoxGeometry(1, 1, 1);
      geo.translate(
        (Math.random() - 0.5) * 20,
        (Math.random() - 0.5) * 20,
        (Math.random() - 0.5) * 20
      );
      geometries.push(geo);
    }

    return mergeGeometries(geometries);
  }, []);

  return (
    <mesh geometry={mergedGeometry}>
      <meshStandardMaterial />
    </mesh>
  );
}

Level of Detail (LOD)

Swap geometry based on camera distance:

import { useMemo } from 'react';
import * as THREE from 'three';

function LODMesh() {
  const lod = useMemo(() => {
    const lodObject = new THREE.LOD();

    // High detail (close)
    const highGeo = new THREE.SphereGeometry(1, 64, 64);
    const highMesh = new THREE.Mesh(highGeo, new THREE.MeshStandardMaterial({ color: 'red' }));
    lodObject.addLevel(highMesh, 0);

    // Medium detail
    const medGeo = new THREE.SphereGeometry(1, 32, 32);
    const medMesh = new THREE.Mesh(medGeo, new THREE.MeshStandardMaterial({ color: 'orange' }));
    lodObject.addLevel(medMesh, 10);

    // Low detail (far)
    const lowGeo = new THREE.SphereGeometry(1, 8, 8);
    const lowMesh = new THREE.Mesh(lowGeo, new THREE.MeshStandardMaterial({ color: 'green' }));
    lodObject.addLevel(lowMesh, 30);

    return lodObject;
  }, []);

  return <primitive object={lod} />;
}

Drei LOD Helper

import { Detailed } from '@react-three/drei';

function AdaptiveSphere() {
  return (
    <Detailed distances={[0, 10, 30]}>
      {/* Close: high detail */}
      <mesh>
        <sphereGeometry args={[1, 64, 64]} />
        <meshStandardMaterial />
      </mesh>

      {/* Medium distance */}
      <mesh>
        <sphereGeometry args={[1, 32, 32]} />
        <meshStandardMaterial />
      </mesh>

      {/* Far: low detail */}
      <mesh>
        <sphereGeometry args={[1, 8, 8]} />
        <meshStandardMaterial />
      </mesh>
    </Detailed>
  );
}

Frustum Culling

Objects outside camera view are not rendered. Enabled by default, but:

// Disable for objects that animate into view unpredictably
<mesh frustumCulled={false}>
  <boxGeometry />
  <meshStandardMaterial />
</mesh>

// Force bounding sphere update for dynamic geometry
useEffect(() => {
  geometry.computeBoundingSphere();
}, [geometry]);

Adaptive Performance

R3F's adaptive performance system automatically adjusts DPR:

<Canvas
  performance={{
    min: 0.5,     // Minimum DPR under stress
    max: 1,       // Maximum DPR
    debounce: 200 // Debounce time for changes (ms)
  }}
/>

Manual Performance Control

import { useThree } from '@react-three/fiber';

function PerformanceMonitor() {
  const { performance } = useThree();

  useFrame(() => {
    // Check current performance
    if (performance.current < 1) {
      // System is under stress, reduce complexity
    }
  });

  // Trigger performance drop
  const triggerRegress = () => {
    performance.regress();  // Temporarily lower DPR
  };
}

Lazy Loading

Code Splitting with Suspense

import { Suspense, lazy } from 'react';

const HeavyModel = lazy(() => import('./HeavyModel'));

function Scene() {
  return (
    <Suspense fallback={<SimpleLoader />}>
      <HeavyModel />
    </Suspense>
  );
}

Progressive Loading

import { useGLTF } from '@react-three/drei';

function Model() {
  // Preload in background
  useGLTF.preload('/model.glb');

  const { scene } = useGLTF('/model.glb');
  return <primitive object={scene} />;
}

// Preload before component mounts
useEffect(() => {
  useGLTF.preload('/next-model.glb');
}, []);

View-Based Loading

import { useInView } from 'react-intersection-observer';

function LazySection() {
  const { ref, inView } = useInView({
    triggerOnce: true,
    rootMargin: '200px'  // Start loading 200px before visible
  });

  return (
    <group ref={ref}>
      {inView && <HeavyContent />}
    </group>
  );
}

Memory Management

Dispose Unused Resources

// Manual disposal
useEffect(() => {
  return () => {
    geometry.dispose();
    material.dispose();
    texture.dispose();
  };
}, []);

// Drei helper for GLTF
import { useGLTF } from '@react-three/drei';

useEffect(() => {
  return () => {
    useGLTF.clear('/model.glb');
  };
}, []);

Texture Optimization

import { useTexture } from '@react-three/drei';
import * as THREE from 'three';

// Compress and optimize
const texture = useTexture('/texture.jpg', (tex) => {
  tex.minFilter = THREE.LinearMipmapLinearFilter;
  tex.generateMipmaps = true;
  tex.anisotropy = 4;  // Lower = faster, higher = sharper
});

// Use compressed formats (KTX2)
import { useKTX2 } from '@react-three/drei';
const texture = useKTX2('/texture.ktx2');

Profiling

Stats Panel

import { Stats } from '@react-three/drei';

<Canvas>
  <Stats />  {/* FPS, MS, MB counters */}
  <Scene />
</Canvas>

Performance Panel

import { Perf } from 'r3f-perf';

<Canvas>
  <Perf
    position="top-left"
    showGraph          // Show FPS graph
    minimal={false}    // Full or minimal view
  />
  <Scene />
</Canvas>

Manual Profiling

import { useThree } from '@react-three/fiber';

function ProfileInfo() {
  const { gl } = useThree();

  useEffect(() => {
    const info = gl.info;
    console.log({
      drawCalls: info.render.calls,
      triangles: info.render.triangles,
      points: info.render.points,
      lines: info.render.lines,
      textures: info.memory.textures,
      geometries: info.memory.geometries
    });
  });

  return null;
}

Frame Time Measurement

function FrameProfiler() {
  const frameTimeRef = useRef<number[]>([]);

  useFrame(() => {
    const start = performance.now();

    // ... your logic ...

    const elapsed = performance.now() - start;
    frameTimeRef.current.push(elapsed);

    if (frameTimeRef.current.length > 60) {
      const avg = frameTimeRef.current.reduce((a, b) => a + b) / 60;
      console.log(`Avg frame time: ${avg.toFixed(2)}ms`);
      frameTimeRef.current = [];
    }
  });

  return null;
}

Common Bottlenecks

SymptomLikely CauseFix
Low FPS, high draw callsToo many meshesInstance, merge, or LOD
Low FPS, few draw callsHeavy shaders/materialsSimplify shaders, use cheaper materials
Stuttering on loadLarge assetsLazy load, compress, use LOD
Memory growthNo disposalDispose on unmount
Mobile issuesHigh DPR, AALimit DPR, disable antialias

Optimization Checklist

[ ] Draw calls < 100 for complex scenes
[ ] Instancing for repeated objects
[ ] LOD for large/distant objects
[ ] Geometry merged where possible
[ ] Textures compressed (KTX2/Basis)
[ ] DPR capped at 2
[ ] Lazy loading for heavy assets
[ ] Proper disposal on unmount
[ ] Frustum culling enabled
[ ] Shadows optimized or disabled

File Structure

r3f-performance/
├── SKILL.md
├── references/
│   ├── profiling-guide.md      # Deep profiling techniques
│   ├── mobile-optimization.md  # Mobile-specific tips
│   └── large-scenes.md         # Handling massive scenes
└── scripts/
    ├── utils/
    │   ├── lod-helper.ts       # LOD setup utilities
    │   ├── merge-helper.ts     # Geometry merging
    │   └── perf-monitor.ts     # Performance monitoring
    └── presets/
        ├── mobile.ts           # Mobile-optimized Canvas config
        └── desktop.ts          # Desktop-optimized Canvas config

Reference

  • references/profiling-guide.md — Deep profiling with browser DevTools
  • references/mobile-optimization.md — Mobile-specific optimization
  • references/large-scenes.md — Handling 100k+ object scenes

平台分布

Claude Code

28.75%
按下载量换算142

OpenCode

22.95%
按下载量换算113

Antigravity

19.98%
按下载量换算99

Cursor

13.53%
按下载量换算67

Codex

8.77%
按下载量换算43

windsurf

3.59%
按下载量换算18

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

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