What problem does it solve? Browser-based RTS environments often suffer from excessive draw calls, VRAM bloat, and unoptimized shaders that cause frame drops and browser context loss. This Skill enforces strict performance budgets and proven shader patterns so generated Three.js terrain systems stay fast and stable. ## Core Features & Use Cases - Procedural GLSL Terrain Shading: Implements slope-based texture blending, height fog, and vertex wind animation directly in custom shaders instead of heavy unique textures or skeletal rigs. - Chunk-Based World Streaming: Provides a TerrainStreamer pattern that loads and unloads map regions around the camera to keep memory and CPU usage bounded. - Performance Budget Enforcement: Applies hard limits such as under 500 draw calls, under 50 unique materials, under 512 MB VRAM, and KTX2/Basis Universal textures only. - Use Case: When building a large RTS map in Three.js, use this Skill to generate a terrain material with slope-gated grass/rock blending, wind-animated foliage, and a chunk streaming manager that respects the draw call budget. ## Quick Start Use the threejs-rts-environment skill to generate a chunked Three.js terrain system with slope-blended GLSL shaders and vertex wind animation that stays under 500 draw calls.