Three.js Performance Optimization Performance patterns for Three.js games, backed by measured before/after numbers on Three.js r183 (headless Chromium via Playwright, Apple M1 Pro, software WebGL). Reference Files - — InstancedMesh for large static repeated objects (19,600 → 1 draw call) - — Flat state buffer + batched InstancedMesh writes for moving entities (8,000 entities) - — Baseline vs optimized reference implementations for each pattern When to Use This Skill - Scene has 100+ repeated objects sharing geometry/material - Draw calls exceed 500 and frame time is unstable - Thousands of mo…