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optimize-threejs-games

Profile, diagnose, and improve Three.js or WebGL game performance without regressing gameplay. Use for frame-time drops, CPU/GPU pressure, draw calls, texture and geometry budgets, animation loops, adaptive quality, mobile performance, and browser performance verification.

Published by MengTo ↗MengTo/Skills

Try your first task

Establish a game performance baseline

Start a fresh conversation.

Use the optimize-threejs-games skill to profile one deterministic representative encounter in my game before changing code. Record the device, viewport, quality level, player position, enemies, active effects, frame time, draw calls, triangles, texture count, and warnings. Identify evidence of CPU or GPU pressure and recommend one low-risk next fix.

Required inputs

  • A runnable Three.js or WebGL game and its launch instructions
  • A deterministic encounter or reproducible steps to reach one
  • Target device, viewport, and quality level

Suggested template by Skill Leaderboard, grounded in the linked source. Task evidence ↗

SKILL.md

name: optimize-threejs-gamesdescription: Profile, diagnose, and improve Three.js or WebGL game performance without regressing gameplay. Use for frame-time drops, CPU/GPU pressure, draw calls, texture and geometry budgets, animation loops, adaptive quality, mobile performance, and browser performance verification.

Optimize Three.js Games

Measure before changing behavior, then validate the same gameplay path after every optimization.

Establish a repeatable scene

Choose a deterministic representative encounter and record device, viewport, quality level, player position, enemies, active effects, frame-time sample, draw calls, triangles, texture count, and warnings. Compare like with like.

Diagnose the limiting side

  • Suspect CPU when simulation, allocations, React work, pathfinding, or per-frame scans grow with actors.
  • Suspect GPU when resolution, overdraw, shadows, transparent particles, post-processing, draw calls, geometry, or texture bandwidth dominate.
  • Inspect before optimizing; do not lower quality blindly.

Apply low-risk fixes first

Reuse geometry/materials, pool transient effects, cull inactive/offscreen work, throttle noncritical UI updates, cap particle counts, avoid per-frame allocation, and update only changed transforms. Keep render quality settings explicit and reversible. Degrade decorative effects before combat readability or controls.

Guard the result

Re-run the original encounter and verify frame time, visual correctness, collision/contact behavior, memory stability, mobile controls, reduced motion, and console health. Close temporary servers, benchmarks, and browser tabs once they are no longer needed.

optimize-threejs-games by MengTo · The Skill Leaderboard