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threejs-perf-loading

Performance and loading patterns for real-time Three.js/WebGL/WebGPU sites, based on modern approaches and best practices explored from top-notch studios and developers (Ivress brand site, Threejspunk cyberpunk-rain demo, igloo.inc, Noomo Agency showcase) plus live production profiling, rather than generic advice. Use when eliminating the loading-spinner-to-scene freeze/jank, hiding shader/pipeline compile cost behind a loading screen, designing an adaptive-quality or perf-budget system (including hardening it against false-positive degrades from transient stalls), attributing unexplained slow frames to a named cause (in-app frame-attribution tooling: marks buffer, GL-resource deltas, dispose tracer, boot tracer for the pre-mount window), auditing hidden render-target allocations in library material wrappers, tuning scroll/camera damping so input can't "outrun" a max speed, deciding where to spend a render-loop's cost (MRT routing, layer-split passes, on-demand shadows, GPU-resident particles, proximity gatin

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Datos de origen

Repositorio
vladmdgolam/agent-skills
Última actividad en el origen
5 de agosto de 2026 a las 16:03
Idioma detectado de SKILL.md
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8
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1

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