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enzed/r3f-skills1.8k installs

r3f-geometry

Build React Three Fiber geometry, custom buffers, instanced meshes, points, and lines. Use for shape construction and geometry draw-call optimization, rather than material appearance.

How do I install this agent skill?

npx skills add https://github.com/enzed/r3f-skills --skill r3f-geometry
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    No security issues detected. The skill provides technical documentation and code examples for 3D geometry optimization using React Three Fiber and Three.js.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

  • Runlayerwarn

    1/1 file flagged

  • ZeroLeakspass

    Score: 93/100 · 2 sections analyzed

What does this agent skill do?

React Three Fiber geometry

Inspect installed Three.js, Fiber, and Drei versions before copying constructor arguments or helper props. Examples target Fiber 9 / React 19 and Three.js r185.

Choose the representation

  • Use native JSX geometry for ordinary shapes. args match the Three.js constructor; changing them reconstructs geometry, so animate transforms rather than constructor inputs.
  • Use BufferGeometry for custom topology and buffer-based points for large particle sets. Keep generated arrays stable and use deterministic generation when results must be reproducible.
  • Use Drei Instances for convenient declarative instances with events. For large or frequently updated sets, read native instancing to avoid per-instance React overhead.
  • Instancing shares geometry/material and reduces draw calls. Merely sharing a geometry among separate meshes does not batch their draws.
  • Drei Merged creates instancing abstractions from meshes, not BufferGeometry objects; it does not concatenate arbitrary static geometry. For actual merging, inspect mergeGeometries from three/addons/utils/BufferGeometryUtils.js and ensure compatible attributes/indexing.

Declarative instances

Mount below Canvas with lighting. Each Instance belongs to its nearest Instances provider.

import { Instance, Instances } from '@react-three/drei'

export default function Example() {
  return (
    <Instances limit={3} range={3}>
      <boxGeometry args={[0.7, 0.7, 0.7]} />
      <meshStandardMaterial />
      <Instance position={[-1.2, 0, 0]} color="coral" />
      <Instance position={[0, 0, 0]} color="skyblue" />
      <Instance position={[1.2, 0, 0]} color="gold" />
    </Instances>
  )
}

Custom buffers and updates

  • position and normal attributes usually have item size 3; UVs have item size 2. Construct JSX buffer attributes with args={[typedArray, itemSize]} and the correct attach, not just array/count props with no constructor arguments.
  • Indices refer to vertices; winding determines the front face. Duplicate vertices at hard normals or UV seams. Indexed vertices share all attributes, not just positions.
  • Lit geometry needs normals. Use computeVertexNormals() when appropriate; do not recompute every frame if a shader or analytic normals can express the deformation more cheaply.
  • After CPU buffer writes, set attribute.needsUpdate = true. Choose dynamic usage before the first GPU upload when buffers will change often.
  • Recompute bounding boxes/spheres after geometry changes that affect them. GPU vertex displacement does not update CPU bounds or raycasting automatically.
  • UV selection is explicit on modern Three.js: texture.channel selects uv, uv1, uv2, or uv3. Do not unconditionally copy uv into uv2 for AO.
  • Avoid rebuilding buffers for pointer movement. If topology is fixed, change attribute contents or uniforms instead.

Helpers and tradeoffs

  • Drei Line supports useful line widths; native WebGL line width is limited by the platform. Check worldUnits when choosing screen-space versus world-space thickness.
  • Use Drei Text for flat text and Text3D for extruded geometry. Current TextGeometry uses depth, not the historical height; verify the helper's installed types and font format.
  • Use Edges for sharp-edge outlines, not as a replacement for screen-space selection effects.
  • Bounds and Center change framing/transforms; decide whether they should update after asset loading, resizing, or interaction.
  • Segment count should follow silhouette, deformation, and viewing distance. A “high quality” fixed count is not universally better.
  • Declaratively created geometry can be owned by R3F. Shared or cached geometry needs a shared lifetime; do not dispose it from one instance while others remain mounted.

Verify

Check bounds/culling after updates, raycast hit positions, resource cleanup, and draw calls. Test at the intended object count; three instances do not establish performance at ten thousand.

Sources

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

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