# Rule Sections ## Priority 0: Modern Setup & Imports (FUNDAMENTAL) - setup-use-import-maps - setup-choose-renderer - setup-animation-loop - setup-basic-scene-template ## Priority 1: Memory Management & Dispose (CRITICAL) - memory-dispose-geometry - memory-dispose-material - memory-dispose-textures - memory-dispose-render-targets - memory-dispose-recursive - memory-dispose-on-unmount - memory-renderer-dispose - memory-reuse-objects ## Priority 2: Render Loop Optimization (CRITICAL) - render-single-raf - render-conditional - render-delta-time - render-avoid-allocations - render-cache-computations - render-frustum-culling - render-update-matrix-manual - render-pixel-ratio - render-antialias-wisely ## Priority 3: Draw Call Optimization (CRITICAL) - draw-call-optimization - geometry-instanced-mesh - geometry-batched-mesh - geometry-merge-static ## Priority 4: Geometry & Buffer Management (HIGH) - geometry-buffer-geometry - geometry-merge-static - geometry-instanced-mesh - geometry-lod - geometry-index-buffer - geometry-vertex-count - geometry-attributes-typed - geometry-interleaved ## Priority 5: Material & Texture Optimization (HIGH) - material-reuse - material-simplest-sufficient - material-texture-size-power-of-two - material-texture-compression - material-texture-mipmaps - material-texture-anisotropy - material-texture-atlas - material-avoid-transparency - material-onbeforecompile ## Priority 6: Asset Compression (HIGH) - asset-compression - asset-draco - asset-ktx2 - asset-meshopt - asset-lod ## Priority 7: Lighting & Shadows (MEDIUM-HIGH) - lighting-limit-lights - lighting-shadows-advanced - lighting-bake-static - lighting-shadow-camera-tight - lighting-shadow-map-size - lighting-shadow-selective - lighting-shadow-cascade - lighting-shadow-auto-update - lighting-probe - lighting-environment - lighting-fake-shadows ## Priority 8: Scene Graph Organization (MEDIUM) - scene-group-objects - scene-layers - scene-visible-toggle - scene-flatten-static - scene-name-objects - object-pooling ## Priority 9: Shader Best Practices GLSL (MEDIUM) - shader-precision - shader-mobile - shader-avoid-branching - shader-precompute-cpu - shader-avoid-discard - shader-texture-lod - shader-uniform-arrays - shader-varying-interpolation - shader-pack-data - shader-chunk-injection ## Priority 10: TSL - Three.js Shading Language (MEDIUM) - tsl-why-use - tsl-setup-webgpu - tsl-complete-reference - tsl-material-slots - tsl-node-materials - tsl-basic-operations - tsl-material-nodes - tsl-functions - tsl-conditionals - tsl-textures - tsl-noise - tsl-post-processing - tsl-compute-shaders - tsl-glsl-to-tsl ## Priority 11: WebGPU Renderer (MEDIUM) - webgpu-renderer - webgpu-render-async - webgpu-feature-detection - webgpu-instanced-array - webgpu-storage-textures - webgpu-workgroup-memory - webgpu-indirect-draws ## Priority 12: Loading & Assets (MEDIUM) - loading-draco-compression - loading-gltf-preferred - gltf-loading-optimization - loading-progress-feedback - loading-async-await - loading-lazy - loading-cache-assets - loading-dispose-unused ## Priority 13: Core Web Vitals (MEDIUM-HIGH) - core-web-vitals - vitals-lazy-load - vitals-code-split - vitals-preload - vitals-progressive-loading - vitals-placeholders - vitals-web-workers - vitals-streaming ## Priority 14: Camera & Controls (LOW-MEDIUM) - camera-near-far - camera-fov - camera-controls-damping - camera-resize-handler - camera-orbit-limits ## Priority 15: Animation System (MEDIUM) - animation-system ## Priority 16: Physics Integration (MEDIUM) - physics-integration - physics-compute-shaders ## Priority 17: WebXR / VR / AR (MEDIUM) - webxr-setup ## Priority 18: Audio (LOW-MEDIUM) - audio-spatial ## Priority 19: Post-Processing (MEDIUM) - postprocessing-optimization - postpro-renderer-config - postpro-merge-effects - postpro-selective-bloom - postpro-resolution-scaling - postpro-webgpu-native ## Priority 20: Mobile Optimization (HIGH) - mobile-optimization - raycasting-optimization ## Priority 21: Production (HIGH) - error-handling-recovery - migration-checklist ## Priority 22: Debug & DevTools (LOW) - debug-devtools - debug-stats-gl - debug-lil-gui - debug-spector - debug-renderer-info - debug-three-mesh-bvh - debug-context-lost - debug-animation-loop-profiling - debug-conditional