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r3f-skills
r3f-skills には EnzeD から収集した 10 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。
このリポジトリの skills
React Three Fiber fundamentals - Canvas, hooks (useFrame, useThree), JSX elements, events, refs. Use when setting up R3F scenes, creating components, handling the render loop, or working with Three.js objects in React.
React Three Fiber physics with Rapier - RigidBody, colliders, forces, joints, sensors. Use when adding physics simulation, collision detection, character controllers, or creating interactive physics-based experiences.
React Three Fiber geometry - built-in shapes, BufferGeometry, instancing with Drei. Use when creating 3D shapes, custom meshes, point clouds, lines, or optimizing with instanced rendering.
React Three Fiber interaction - pointer events, controls, gestures, selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
React Three Fiber lighting - light types, shadows, Environment component, IBL. Use when adding lights, configuring shadows, setting up environment lighting, or optimizing lighting performance.
React Three Fiber asset loading - useGLTF, useLoader, Suspense patterns, preloading. Use when loading 3D models, textures, HDR environments, or managing loading states.
React Three Fiber materials - PBR materials, Drei materials, shader materials, material properties. Use when styling meshes, creating custom materials, working with textures, or implementing visual effects.
React Three Fiber post-processing - @react-three/postprocessing, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
React Three Fiber shaders - GLSL, shaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.
React Three Fiber textures - useTexture, texture loading, environment maps, texture configuration. Use when loading images, working with PBR texture sets, cubemaps, HDR environments, or optimizing texture usage.