slice 3.5c: seed 15 built-in skills across the 6 stacks
Hand-authored skill catalog anchored to real 2026-07 versions:
- Rust 1.97.1 (stable), edition 2024
- React 19.2.7, Server Components + Actions
- TailwindCSS 4.3.3 (CSS-first config, Oxide engine)
- three.js r185 (WebGPURenderer stable, BatchedMesh matured)
- React Native 0.86 / Expo SDK 54+ (New Architecture default)
- cargo-nextest 0.9.140, gitleaks 8.20+, cargo-audit 0.21+
- Postgres 17 (18 in beta, don't rely on)
- CUDA Blackwell, Metal Apple7+, ROCm CDNA3
Ships 15 skills across the categories:
foundation/ workspace-repo-commit-protocol
small-focused-commits
tdd-red-green-refactor
code-review-checklist
int-xx-marker-protocol
decompose-int-items
rust/ write-rust-current-edition
rust-error-handling
cargo-test-driven-development
rust-async-tokio-idioms
backend/ postgres-migrations-forward-only
postgres-index-selection
api-pagination-day-1
frontend/ react-19-server-components
tailwind-v4-idioms
component-4-state-model
mobile/ expo-managed-vs-bare
rn-flashlist-perf
gpu/ gpu-coalescing-and-occupancy
roofline-model
threejs/ threejs-perf-and-teardown
security/ cargo-audit-workflow
secret-scanning-gitleaks
skills_loader.rs walks skills/**/*.md, parses YAML frontmatter
(name, description, when_to_use, tags), upserts via
skills_catalog::upsert_builtin. Idempotent per boot — bumps version
+ appends skill_versions row ONLY when body changes. Deterministic
sha256-derived ids so builtins are stable across boots.
Dockerfile copies skills/ to /etc/clawmates/skills. Server boot
task spawns loader alongside team_template_loader.
Follow-ups (Slice 3.5c continuation, future PRs):
- 20-30 more skills (duckdb, shadcn composition, a11y, WebGPU
migration, metal frame capture, rocprof, deep gitea forge
integration, semgrep rulepacks)
- Bind skills to team template roles (add [role.skills] refs to
templates/teams/*.toml + wire template_role_skills population
in team_template_loader)
Co-Authored-By: Claude Opus 4.7 <[email protected]>
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co-authored by
Claude Opus 4.7
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---
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name: threejs-perf-and-teardown
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description: three.js r185 essentials — 60fps budget, InstancedMesh over per-node Meshes, dispose everything on scene teardown.
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when_to_use: You're coding or profiling a three.js/WebGL/WebGPU scene. threeJS team pins.
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tags: [threejs, webgl, webgpu, performance, versioned]
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---
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# three.js perf + teardown (r185)
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Anchored to **three.js r185** (2026-07). WebGPURenderer is stable enough for production on Chromium/Safari; WebGL2 renderer still the default fallback.
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## Frame budget
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Target **16.6 ms/frame** (60 fps) on the median target device. Break it down:
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- JS + scene graph updates: ≤ 4 ms
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- GPU submission: ≤ 4 ms
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- GPU rendering (browser waits): remainder
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If you can't hit 60 fps at 1440p on a mid-range GPU, DON'T ship as-is. Downgrade features (fewer shadow casters, lower shadow map res, LOD swaps) before shipping.
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## Draw call budget
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- Target **≤ 200 draw calls per frame**. Every distinct material × geometry combo = ≥ 1 draw call.
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- **InstancedMesh** for any repeated geometry. 10,000 trees = 1 draw call, not 10,000.
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- **BatchedMesh** (added in r168+, matured through r185) for heterogeneous geometry with shared material — batch different meshes with one call.
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## Memory teardown
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**The #1 cause of "why does the tab crash after 20 minutes"**. GPU resources are NOT garbage collected — you must dispose.
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```ts
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function teardown(scene: THREE.Scene) {
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scene.traverse((obj) => {
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if ((obj as THREE.Mesh).isMesh) {
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const m = obj as THREE.Mesh;
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m.geometry.dispose();
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if (Array.isArray(m.material)) m.material.forEach((x) => x.dispose());
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else m.material.dispose();
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}
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});
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renderer.dispose(); // WebGL context + programs
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renderer.forceContextLoss(); // guarantee GPU release, not deferred
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}
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```
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Textures must ALSO be disposed — walk materials and dispose any `map`, `normalMap`, `roughnessMap`, etc.
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## Render-loop discipline
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- **Reuse math objects.** Never `new THREE.Vector3()` inside the render loop.
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```ts
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const _tmp = new THREE.Vector3(); // module-level
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function tick() {
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_tmp.copy(a).sub(b).normalize(); // no allocation
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}
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```
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- Same for `Matrix4`, `Quaternion`, `Color`.
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- If you MUST allocate, batch outside the loop.
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## Shadows
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- **One directional shadow-caster.** Bake everything else via lightmaps or ambient occlusion.
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- Shadow map resolution: 1024 for medium range, 2048 max. 4096 is a mobile-crash-in-a-can.
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- `light.shadow.autoUpdate = false; light.shadow.needsUpdate = true;` when the shadow is static — one render + freeze.
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## Custom shaders
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- Try `ShaderMaterial` when built-ins get close but not exact.
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- `onBeforeCompile` hook for tweaking a built-in when it's 95% right — patch the shader source instead of rewriting.
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- WebGPU: WGSL, not GLSL. Migrate shader-by-shader as you adopt WebGPURenderer.
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## Profiling
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- **Chrome DevTools Performance panel** — JS time.
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- **SpectorJS** browser extension — per-frame draw call breakdown, texture inspector, shader debugger.
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- **WebGL / WebGPU inspector** in Firefox — similar to Spector.
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## Anti-patterns
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- **`new THREE.Mesh(geometry, material)` inside `requestAnimationFrame`.** Creates 60 mesh objects per second; profile-visible before you notice.
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- **Adding then removing lights on interaction.** Recompiles shaders (cache-miss). Toggle intensity to 0 instead.
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- **`renderer.setPixelRatio(window.devicePixelRatio)` on a 3× retina display without a quality slider.** Renders 9× the pixels; kills fps. Cap at 2 by default.
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