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threejs-scene-architecture

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Mis à jour10 juillet 2026 à 15:55

Frame-cost architecture for Three.js / react-three-fiber scenes in this project: how the scene is rendered multiple times per frame (main + shadow + velocity passes), and the static/dynamic split that stops invariant work being recomputed every frame. Use when reasoning about fps/perf beyond draw calls, shadows, GI / indirect / bounce light, reflections, "why is the scene rendered several times", "why so many triangles", per-frame cost, or when adding moving objects (players, monsters, projectiles) to a mostly-static world. Enforces: tag world geometry static vs dynamic (shadowLayers.ts / <ShadowGroup>), never recompute a pass whose inputs did not change (throttle/cache shadows, bake static GI), compute only the cheap dynamic delta per frame, composite. Trigger on: "shadows every frame", "bake", "static/dynamic", "GI", "reflected light", "reflections", low fps that instancing did not fix. Pairs with threejs-instancing-materials (draw-call budget).

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