What problem does it solve?
Three.js and WebGL games often suffer from frame-time drops, CPU/GPU bottlenecks, and excessive draw calls, and developers risk regressing gameplay when optimizing blindly without a repeatable measurement process.
Core Features & Use Cases
- Repeatable Benchmarking: Establish a deterministic test scene recording device, viewport, quality level, frame times, draw calls, triangles, and texture counts for like-for-like comparison.
- Bottleneck Diagnosis: Distinguish CPU-bound issues (simulation, allocations, per-frame scans) from GPU-bound issues (overdraw, shadows, post-processing, texture bandwidth) before changing code.
- Low-Risk Optimization Workflow: Apply safe fixes first such as geometry/material reuse, effect pooling, culling, allocation avoidance, and adaptive quality, then re-verify the original encounter.
- Use Case: A developer notices frame drops during a combat encounter on mobile. Use this Skill to profile the scene, identify overdraw from transparent particles as the GPU bottleneck, cap particle counts, and verify frame time and gameplay behavior remain intact.
Quick Start
Use the optimize-threejs-games skill to profile my Three.js game's combat scene and fix the frame-time drops without changing gameplay.