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]>
3.5 KiB
3.5 KiB
name, description, when_to_use, tags
| name | description | when_to_use | tags | |||||
|---|---|---|---|---|---|---|---|---|
| threejs-perf-and-teardown | three.js r185 essentials — 60fps budget, InstancedMesh over per-node Meshes, dispose everything on scene teardown. | You're coding or profiling a three.js/WebGL/WebGPU scene. threeJS team pins. |
|
three.js perf + teardown (r185)
Anchored to three.js r185 (2026-07). WebGPURenderer is stable enough for production on Chromium/Safari; WebGL2 renderer still the default fallback.
Frame budget
Target 16.6 ms/frame (60 fps) on the median target device. Break it down:
- JS + scene graph updates: ≤ 4 ms
- GPU submission: ≤ 4 ms
- GPU rendering (browser waits): remainder
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.
Draw call budget
- Target ≤ 200 draw calls per frame. Every distinct material × geometry combo = ≥ 1 draw call.
- InstancedMesh for any repeated geometry. 10,000 trees = 1 draw call, not 10,000.
- BatchedMesh (added in r168+, matured through r185) for heterogeneous geometry with shared material — batch different meshes with one call.
Memory teardown
The #1 cause of "why does the tab crash after 20 minutes". GPU resources are NOT garbage collected — you must dispose.
function teardown(scene: THREE.Scene) {
scene.traverse((obj) => {
if ((obj as THREE.Mesh).isMesh) {
const m = obj as THREE.Mesh;
m.geometry.dispose();
if (Array.isArray(m.material)) m.material.forEach((x) => x.dispose());
else m.material.dispose();
}
});
renderer.dispose(); // WebGL context + programs
renderer.forceContextLoss(); // guarantee GPU release, not deferred
}
Textures must ALSO be disposed — walk materials and dispose any map, normalMap, roughnessMap, etc.
Render-loop discipline
- Reuse math objects. Never
new THREE.Vector3()inside the render loop.const _tmp = new THREE.Vector3(); // module-level function tick() { _tmp.copy(a).sub(b).normalize(); // no allocation } - Same for
Matrix4,Quaternion,Color. - If you MUST allocate, batch outside the loop.
Shadows
- One directional shadow-caster. Bake everything else via lightmaps or ambient occlusion.
- Shadow map resolution: 1024 for medium range, 2048 max. 4096 is a mobile-crash-in-a-can.
light.shadow.autoUpdate = false; light.shadow.needsUpdate = true;when the shadow is static — one render + freeze.
Custom shaders
- Try
ShaderMaterialwhen built-ins get close but not exact. onBeforeCompilehook for tweaking a built-in when it's 95% right — patch the shader source instead of rewriting.- WebGPU: WGSL, not GLSL. Migrate shader-by-shader as you adopt WebGPURenderer.
Profiling
- Chrome DevTools Performance panel — JS time.
- SpectorJS browser extension — per-frame draw call breakdown, texture inspector, shader debugger.
- WebGL / WebGPU inspector in Firefox — similar to Spector.
Anti-patterns
new THREE.Mesh(geometry, material)insiderequestAnimationFrame. Creates 60 mesh objects per second; profile-visible before you notice.- Adding then removing lights on interaction. Recompiles shaders (cache-miss). Toggle intensity to 0 instead.
renderer.setPixelRatio(window.devicePixelRatio)on a 3× retina display without a quality slider. Renders 9× the pixels; kills fps. Cap at 2 by default.