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Get Started Free →Create readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 25% | 0% |
| case-02 | ✗→✓ | ▲ Improved | -11% | 0% |
| case-04 | ✗→✓ | ▲ Improved | 26% | 0% |
| case-14 | ✗→✓ | ▲ Improved | 25% | 0% |
| case-05 | ✓→✓ | = Same ✓ | 2% | 0% |
Make the gameplay meaning visible before adding spectacle.
For every effect define trigger, owner, duration, gameplay meaning, camera-distance silhouette, color hierarchy, spawn cap, cleanup rule, and reduced-motion equivalent. Separate telegraph, contact, success, failure, and lingering status visuals.
Pool short-lived objects, reuse materials/geometry, cap particles, and avoid per-frame allocation. Use additive/transparency sparingly around important UI and targets. Make cleanup idempotent so reset, death, and pause cannot leak effects.
Test overlaps, multiple targets, rapid repetition, pause/resume, lowest quality, reduced motion, and touch viewports. Sample the live encounter for warnings, draw calls, frame time, and visual readability.
Other measured skills in the registry, with their headline benchmark lift.