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Agent Skill · 开发规范

three-best-practices(三个最佳实践)

three-best-practices 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

three-best-practices 是开发规范类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为操作浏览器;许可证为 MIT,第三方扫描已通过,按安装量在开发规范类的 1,265 个 Skill 里排第 159。

总安装 10,104周安装 421GitHub Stars 19下载 3,368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:three-best-practices(三个最佳实践)
来源仓库:https://github.com/emalorenzo/three-agent-skills
仓库路径:skills/three-best-practices
安装命令:
npx skills add https://github.com/emalorenzo/three-agent-skills --skill three-best-practices
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/emalorenzo/three-agent-skills --skill three-best-practices

这个 Skill 是做什么的

开发规范类 Skill 用来统一代码风格、目录结构和评审口径,产出多为检查清单或改写建议。

跨越 18 个类别的 120 多个性能规则,用于优化 Three.js 应用程序。

按优先级进行组织,从基本设置(导入地图、现代渲染器)到关键问题(内存处理、渲染循环、绘制调用)再到专业主题(WebGPU、TSL 着色器、WebXR) 涵盖 WebGLRenderer 和 WebGPURenderer,并提供有关在它们之间进行选择以及利用 TSL(Three.js 着色语言)进行着色器开发的指导 包括几何批处理、材质重用、纹理压缩(Draco、KTX2)、光照优化以及特定于移动设备的约束(例如像素比限制和着色器精度)的实用规则 每条规则都引用了带有坏/好代码示例的详细文档,目标是性能目标,例如每帧低于 100 次绘制调用以及适当的资源清理以防止内存泄漏

来源仓库内路径:skills/three-best-practices

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/emalorenzo/three-agent-skills --skill three-be…;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

    它需要操作浏览器,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

three-best-practices 怎么安装?

在终端执行 npx skills add https://github.com/emalorenzo/three-agent-skills --skill three-best-practic…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

three-best-practices 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。

three-best-practices 需要什么权限?

权限级别是操作浏览器。该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

three-best-practices 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。

three-best-practices 用的人多吗?

公开数据是累计安装 10,104 次,近一周安装 421 次,下载 3,368 次,GitHub 19 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。

three-best-practices 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。
  • 需要处理开发规范类任务、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。

开发规范类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
vercel-react-best-practices

Vercel React 最佳实践 · Codex、Claude

8,490,72025,918操作浏览器MIT通过
web-design-guidelines

网页设计指南 · Codex、Claude

6,686,01625,885需要联网MIT有提醒
remotion-best-practices

Remotion 最佳实践 · Codex、Claude

6,505,6323,027操作浏览器MIT有提醒
supabase-postgres-best-practices

Supabase Postgres 最佳实践 · Codex、Claude

3,175,5232,030需要联网MIT通过
next-best-practices

Next.js 最佳实践 · Codex、Claude

1,848,240841操作浏览器MIT通过
three-best-practices

三个最佳实践 · 本页

10,10419操作浏览器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

Three.js Best Practices

Comprehensive performance optimization guide for Three.js applications. Contains 120+ rules across 18 categories, prioritized by impact.

Sources & Credits

This skill compiles best practices from multiple authoritative sources: - Official guidelines from Three.js llms branch maintained by mrdoob - 100 Three.js Tips by Utsubo - Excellent comprehensive guide covering WebGPU, asset optimization, and performance tips

When to Apply

Reference these guidelines when:

  • Setting up a new Three.js project
  • Writing or reviewing Three.js code
  • Optimizing performance or fixing memory leaks
  • Working with custom shaders (GLSL or TSL)
  • Implementing WebGPU features
  • Building VR/AR experiences with WebXR
  • Integrating physics engines
  • Optimizing for mobile devices

Rule Categories by Priority

PriorityCategoryImpactPrefix
0Modern Setup & ImportsFUNDAMENTALsetup-
1Memory Management & DisposeCRITICALmemory-
2Render Loop OptimizationCRITICALrender-
3Draw Call OptimizationCRITICALdrawcall-
4Geometry & Buffer ManagementHIGHgeometry-
5Material & Texture OptimizationHIGHmaterial-
6Asset CompressionHIGHasset-
7Lighting & ShadowsMEDIUM-HIGHlighting-
8Scene Graph OrganizationMEDIUMscene-
9Shader Best Practices (GLSL)MEDIUMshader-
10TSL (Three.js Shading Language)MEDIUMtsl-
11WebGPU RendererMEDIUMwebgpu-
12Loading & AssetsMEDIUMloading-
13Core Web VitalsMEDIUM-HIGHvitals-
14Camera & ControlsLOW-MEDIUMcamera-
15Animation SystemMEDIUManimation-
16Physics IntegrationMEDIUMphysics-
17WebXR / VR / ARMEDIUMwebxr-
18AudioLOW-MEDIUMaudio-
19Post-ProcessingMEDIUMpostpro-
20Mobile OptimizationHIGHmobile-
21ProductionHIGHerror-, migration-
22Debug & DevToolsLOWdebug-

Quick Reference

0. Modern Setup (FUNDAMENTAL)

  • setup-use-import-maps - Use Import Maps, not old CDN scripts
  • setup-choose-renderer - WebGLRenderer (default) vs WebGPURenderer (TSL/compute)
  • setup-animation-loop - Use renderer.setAnimationLoop() not manual RAF
  • setup-basic-scene-template - Complete modern scene template

1. Memory Management (CRITICAL)

  • memory-dispose-geometry - Always dispose geometries
  • memory-dispose-material - Always dispose materials and textures
  • memory-dispose-textures - Dispose dynamically created textures
  • memory-dispose-render-targets - Always dispose WebGLRenderTarget
  • memory-dispose-recursive - Use recursive disposal for hierarchies
  • memory-dispose-on-unmount - Dispose in React cleanup/unmount
  • memory-renderer-dispose - Dispose renderer when destroying view
  • memory-reuse-objects - Reuse geometries and materials

2. Render Loop (CRITICAL)

  • render-single-raf - Single requestAnimationFrame loop
  • render-conditional - Render on demand for static scenes
  • render-delta-time - Use delta time for animations
  • render-avoid-allocations - Never allocate in render loop
  • render-cache-computations - Cache expensive computations
  • render-frustum-culling - Enable frustum culling
  • render-update-matrix-manual - Disable auto matrix updates for static objects
  • render-pixel-ratio - Limit pixel ratio to 2
  • render-antialias-wisely - Use antialiasing judiciously

3. Draw Call Optimization (CRITICAL)

  • draw-call-optimization - Target under 100 draw calls per frame
  • geometry-instanced-mesh - Use InstancedMesh for identical objects
  • geometry-batched-mesh - Use BatchedMesh for varied geometries (same material)
  • geometry-merge-static - Merge static geometries with BufferGeometryUtils

4. Geometry (HIGH)

  • geometry-buffer-geometry - Always use BufferGeometry
  • geometry-merge-static - Merge static geometries
  • geometry-instanced-mesh - Use InstancedMesh for identical objects
  • geometry-lod - Use Level of Detail for complex models
  • geometry-index-buffer - Use indexed geometry
  • geometry-vertex-count - Minimize vertex count
  • geometry-attributes-typed - Use appropriate typed arrays
  • geometry-interleaved - Consider interleaved buffers

5. Materials & Textures (HIGH)

  • material-reuse - Reuse materials across meshes
  • material-simplest-sufficient - Use simplest material that works
  • material-texture-size-power-of-two - Power-of-two texture dimensions
  • material-texture-compression - Use compressed textures (KTX2/Basis)
  • material-texture-mipmaps - Enable mipmaps appropriately
  • material-texture-anisotropy - Use anisotropic filtering for floors
  • material-texture-atlas - Use texture atlases
  • material-avoid-transparency - Minimize transparent materials
  • material-onbeforecompile - Use onBeforeCompile for shader mods (or TSL)

6. Asset Compression (HIGH)

  • asset-compression - Draco, Meshopt, KTX2 compression guide
  • asset-draco - 90-95% geometry size reduction
  • asset-ktx2 - GPU-compressed textures (UASTC vs ETC1S)
  • asset-meshopt - Alternative to Draco with faster decompression
  • asset-lod - Level of Detail for 30-40% frame rate improvement

7. Lighting & Shadows (MEDIUM-HIGH)

  • lighting-limit-lights - Limit to 3 or fewer active lights
  • lighting-shadows-advanced - PointLight cost, CSM, fake shadows
  • lighting-bake-static - Bake lighting for static scenes
  • lighting-shadow-camera-tight - Fit shadow camera tightly
  • lighting-shadow-map-size - Choose appropriate shadow resolution (512-4096)
  • lighting-shadow-selective - Enable shadows selectively
  • lighting-shadow-cascade - Use CSM for large scenes
  • lighting-shadow-auto-update - Disable autoUpdate for static scenes
  • lighting-probe - Use Light Probes
  • lighting-environment - Environment maps for ambient light
  • lighting-fake-shadows - Gradient planes for budget contact shadows

8. Scene Graph (MEDIUM)

  • scene-group-objects - Use Groups for organization
  • scene-layers - Use Layers for selective rendering
  • scene-visible-toggle - Use visible flag, not add/remove
  • scene-flatten-static - Flatten static hierarchies
  • scene-name-objects - Name objects for debugging
  • object-pooling - Reuse objects instead of create/destroy

9. Shaders GLSL (MEDIUM)

  • shader-precision - Use mediump for mobile (~2x faster)
  • shader-mobile - Mobile-specific optimizations (varyings, branching)
  • shader-avoid-branching - Replace conditionals with mix/step
  • shader-precompute-cpu - Precompute on CPU
  • shader-avoid-discard - Avoid discard, use alphaTest
  • shader-texture-lod - Use textureLod for known mip levels
  • shader-uniform-arrays - Prefer uniform arrays
  • shader-varying-interpolation - Limit varyings to 3 for mobile
  • shader-pack-data - Pack data into RGBA channels
  • shader-chunk-injection - Use Three.js shader chunks

10. TSL - Three.js Shading Language (MEDIUM)

  • tsl-why-use - Use TSL instead of onBeforeCompile
  • tsl-setup-webgpu - WebGPU setup for TSL
  • tsl-complete-reference - Full TSL type system and functions
  • tsl-material-slots - Material node properties reference
  • tsl-node-materials - Use NodeMaterial classes
  • tsl-basic-operations - Types, operations, swizzling
  • tsl-functions - Creating TSL functions with Fn()
  • tsl-conditionals - If, select, loops in TSL
  • tsl-textures - Textures and triplanar mapping
  • tsl-noise - Built-in noise functions (mx_noise_float, mx_fractal_noise)
  • tsl-post-processing - bloom, blur, dof, ao
  • tsl-compute-shaders - GPGPU and compute operations
  • tsl-glsl-to-tsl - GLSL to TSL translation

11. WebGPU Renderer (MEDIUM)

  • webgpu-renderer - Setup, browser support, migration guide
  • webgpu-render-async - Use renderAsync for compute-heavy scenes
  • webgpu-feature-detection - Check adapter features
  • webgpu-instanced-array - GPU-persistent buffers
  • webgpu-storage-textures - Read-write compute textures
  • webgpu-workgroup-memory - Shared memory (10-100x faster)
  • webgpu-indirect-draws - GPU-driven rendering

12. Loading & Assets (MEDIUM)

  • loading-draco-compression - Use Draco for large meshes
  • loading-gltf-preferred - Use glTF format
  • gltf-loading-optimization - Full loader setup with DRACO/Meshopt/KTX2
  • loading-progress-feedback - Show loading progress
  • loading-async-await - Use async/await for loading
  • loading-lazy - Lazy load non-critical assets
  • loading-cache-assets - Enable caching
  • loading-dispose-unused - Unload unused assets

13. Core Web Vitals (MEDIUM-HIGH)

  • core-web-vitals - LCP, FID, CLS optimization for 3D
  • vitals-lazy-load - Lazy load 3D below the fold with IntersectionObserver
  • vitals-code-split - Dynamic import Three.js modules
  • vitals-preload - Preload critical assets with link tags
  • vitals-progressive-loading - Low-res to high-res progressive load
  • vitals-placeholders - Show placeholder geometry during load
  • vitals-web-workers - Offload heavy work to workers
  • vitals-streaming - Stream large scenes by chunks

14. Camera & Controls (LOW-MEDIUM)

  • camera-near-far - Set tight near/far planes
  • camera-fov - Choose appropriate FOV
  • camera-controls-damping - Use damping for smooth controls
  • camera-resize-handler - Handle resize properly
  • camera-orbit-limits - Set orbit control limits

15. Animation (MEDIUM)

  • animation-system - AnimationMixer, blending, morph targets, skeletal

16. Physics (MEDIUM)

  • physics-integration - Rapier, Cannon-es integration patterns
  • physics-compute-shaders - GPU physics with compute shaders

17. WebXR (MEDIUM)

  • webxr-setup - VR/AR buttons, controllers, hit testing

18. Audio (LOW-MEDIUM)

  • audio-spatial - PositionalAudio, HRTF, spatial sound

19. Post-Processing (MEDIUM)

  • postprocessing-optimization - pmndrs/postprocessing guide
  • postpro-renderer-config - Disable AA, stencil, depth for post
  • postpro-merge-effects - Combine effects in single pass
  • postpro-selective-bloom - Selective bloom for performance
  • postpro-resolution-scaling - Half resolution for 2x FPS
  • postpro-webgpu-native - TSL-based post for WebGPU

20. Optimization (HIGH)

  • mobile-optimization - Mobile-specific optimizations and checklist
  • raycasting-optimization - BVH, layers, GPU picking

21. Production (HIGH)

  • error-handling-recovery - WebGL context loss and recovery
  • migration-checklist - Breaking changes by version

22. Debug & DevTools (LOW)

  • debug-devtools - Complete debugging toolkit
  • debug-stats-gl - stats-gl for WebGL/WebGPU monitoring
  • debug-lil-gui - lil-gui for live parameter tweaking
  • debug-spector - Spector.js for WebGL frame capture
  • debug-renderer-info - Monitor draw calls and memory
  • debug-three-mesh-bvh - Fast raycasting with BVH
  • debug-context-lost - Handle WebGL context loss
  • debug-animation-loop-profiling - Profile render loop sections
  • debug-conditional - Remove debug code in production

How to Use

Read individual rule files for detailed explanations and code examples:

rules/setup-use-import-maps.md
rules/memory-dispose-geometry.md
rules/tsl-complete-reference.md
rules/mobile-optimization.md

Each rule file contains:

  • Brief explanation of why it matters
  • BAD code example with explanation
  • GOOD code example with explanation
  • Additional context and references

Key Patterns

Modern Import Maps

<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/three@0.182.0/build/three.module.js",
    "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.182.0/examples/jsm/",
    "three/tsl": "https://cdn.jsdelivr.net/npm/three@0.182.0/build/three.tsl.js"
  }
}
</script>

Proper Disposal

function disposeObject(obj) {
  if (obj.geometry) obj.geometry.dispose();
  if (obj.material) {
    if (Array.isArray(obj.material)) {
      obj.material.forEach(m => m.dispose());
    } else {
      obj.material.dispose();
    }
  }
}

TSL Basic Usage

import { texture, uv, color, time, sin } from 'three/tsl';

const material = new THREE.MeshStandardNodeMaterial();
material.colorNode = texture(map).mul(color(0xff0000));
material.colorNode = color(0x00ff00).mul(sin(time).mul(0.5).add(0.5));

Mobile Detection

const isMobile = /Android|iPhone|iPad|iPod/i.test(navigator.userAgent);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, isMobile ? 1.5 : 2));

平台分布

Claude Code

28.67%
按下载量换算966

OpenCode

22.48%
按下载量换算757

Cursor

17.25%
按下载量换算581

Gemini CLI

11.4%
按下载量换算384

Antigravity

7.21%
按下载量换算243

Codex

3.36%
按下载量换算113

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

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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