web3d-runtime
Installation
SKILL.md
web3d-runtime — the scene runs, on every GPU it meets, and you can prove how fast
three.js on WebGPU moves quickly: r186 throws where r180 warned, renamed the post-processing
entry point, deprecated Clock, and still ships a WebGL2 backend underneath the same API.
Most bugs here are silent — the scene renders, just wrongly. So this skill leads with the
failures, then the patterns.
First action — inspect, then report
- Versions.
three,@react-three/fiber,@react-three/dreifrompackage.json. Facts here are pinned to r186; on another release, checkreferences/renderer-and-loop.md→ Version notes before trusting a name. - Renderer.
WebGPURendererfromthree/webgpu, or the classicWebGLRenderer? CustomShaderMaterial,RawShaderMaterialoronBeforeCompileanywhere? Those do not run on WebGPU (gotchas). - Loop. Who owns the frame:
setAnimationLoop, R3F'suseFrame, or severalrequestAnimationFrames (a bug — one clock per scene). - Evidence of speed. Is there any measurement (Inspector, timestamps, fps under load on the weakest target), or only a feeling?