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Three.js

Build 3D web experiences with proper resource management and performance patterns.

skill openclawclawhub Free
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High Signal

Build 3D web experiences with proper resource management and performance patterns.

⬇ 0 downloads β˜… 0 stars Unverified but indexed

Install for OpenClaw

Quick setup
  1. Download the package from Yavira.
  2. Extract the archive and review SKILL.md first.
  3. Import or place the package into your OpenClaw setup.

Requirements

Target platform
OpenClaw
Install method
Manual import
Extraction
Extract archive
Prerequisites
OpenClaw
Primary doc
SKILL.md

Package facts

Download mode
Yavira redirect
Package format
ZIP package
Source platform
Tencent SkillHub
What's included
SKILL.md

Validation

  • Use the Yavira download entry.
  • Review SKILL.md after the package is downloaded.
  • Confirm the extracted package contains the expected setup assets.

Install with your agent

Agent handoff

Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.

  1. Download the package from Yavira.
  2. Extract it into a folder your agent can access.
  3. Paste one of the prompts below and point your agent at the extracted folder.
New install

I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete.

Upgrade existing

I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run.

Trust & source

Release facts

Source
Tencent SkillHub
Verification
Indexed source record
Version
1.0.0

Documentation

ClawHub primary doc Primary doc: SKILL.md 9 sections Open source page

Resource Cleanup

Call .dispose() on geometries, materials, and textures before removing objects β€” Three.js never garbage collects GPU resources automatically When removing a mesh: mesh.geometry.dispose(); mesh.material.dispose(); scene.remove(mesh) β€” missing any step causes memory leaks Textures loaded via TextureLoader stay in GPU memory forever unless explicitly disposed β€” track and clean up on scene transitions

Render Loop

Always use renderer.setAnimationLoop(animate) instead of manual requestAnimationFrame β€” it handles VR, pauses when tab is hidden, and provides proper timing For animations, use clock.getDelta() for frame-independent movement β€” raw frame counting breaks on different refresh rates

Responsive Canvas

On window resize, update both camera aspect AND renderer size: camera.aspect = width/height; camera.updateProjectionMatrix(); renderer.setSize(width, height) Missing updateProjectionMatrix() after aspect change causes stretched/squished rendering Use renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) β€” values above 2 kill performance with minimal visual benefit

Imports and Setup

OrbitControls and other addons: import { OrbitControls } from 'three/addons/controls/OrbitControls.js' β€” the path varies by bundler, check your setup Always set controls.enableDamping = true with OrbitControls and call controls.update() in render loop β€” without this, damping silently fails

Lighting

MeshBasicMaterial ignores all lights β€” use MeshStandardMaterial or MeshPhongMaterial for lit scenes Add ambient light (new THREE.AmbientLight(0xffffff, 0.5)) as baseline β€” scenes with only directional lights have pitch-black shadows HDR environment maps via PMREMGenerator give far better reflections than point lights on metallic materials

Loading Assets

GLTFLoader is the standard for 3D models β€” use Draco compression for large meshes (add DRACOLoader) Texture loading is async β€” models may render black until textures load; use LoadingManager for loading screens CORS blocks textures from other domains β€” host assets on same origin or configure proper CORS headers

Camera Issues

Default near/far planes (0.1 to 1000) cause z-fighting on large scenes β€” adjust to smallest range that fits your scene Camera inside an object renders nothing β€” check position after loading external models (they may have unexpected transforms) PerspectiveCamera FOV is vertical, not horizontal β€” 75 degrees is a common default

Performance

Merge static geometries with BufferGeometryUtils.mergeBufferGeometries() β€” each mesh is a draw call, fewer meshes = faster Use InstancedMesh for many identical objects β€” hundreds of draw calls become one Set object.frustumCulled = true (default) but verify large objects aren't disappearing at edges β€” bounding sphere may be wrong Call renderer.info to debug draw calls, triangles, and textures in memory

Animation

AnimationMixer requires mixer.update(delta) every frame with actual delta time β€” passing 0 or skipping frames breaks animations Skinned meshes (characters) need SkeletonHelper during development to debug bone issues

Category context

Agent frameworks, memory systems, reasoning layers, and model-native orchestration.

Source: Tencent SkillHub

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Package contents

Included in package
1 Docs
  • SKILL.md Primary doc