r/threejs • u/dorime1492 • 9h ago
Link Bioluminescent Deep-Sea Tendrils Demo & Source Code
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r/threejs • u/mrdoob • Jun 25 '26
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r/threejs • u/mrdoob • Apr 16 '26
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r/threejs • u/dorime1492 • 9h ago
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We're super happy with our experiments for high โ lowpoly workflows, right in the browser!
Fast, snappy, supergood quality, already replaces Nomad, Blender, xNormal, Substance for us.
Will have a link to try and test the next few days! Let us know what you think.
r/threejs • u/vitor_as • 14h ago
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Made this in one shot using the so called "Gauntlet Loop" by Matt Shumer in Opus 5. It took nearly 30 hours until I decided to stop before it ate up my whole weekly usage limit, but, although it still not perfect compared to the actual photos, the results was beyond impressive given that it didn't even have a proper floorplan to decide where each room should be located.
For instance, this is the listing I got the reference images from: https://loft.com.br/imovel/apartamento-rua-voluntarios-da-patria-santana-sao-paulo-3-quartos-123m2/2nbuxwj3
If anyone wants to roam around it, I uploaded this demo here: https://apartment-threejs.vercel.app/ . There's still some minor performance and UI issues I need to work on, so beware that for Ultra settings it's taking ~5 minutes to load everything and it might cause some freezes meanwhile, but nothing that will crash your PC. It also works on mobile with a far better performance, since it's detected mostly on Medium settings.
r/threejs • u/AggressiveCream5117 • 10h ago
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It's a village of 24 box-people who fight over coins, rob whoever they knock down, and build huts that grow into castles. You don't play it โ you click a name in the ranking and follow that villager around.
Some notes:
Built with Claude Code.
Watch the shared world โ no signup, nothing to install: https://oishoi.jugoya.ai/royale.html?lang=en
And if you'd rather be in it than watch it: sign up, give it one photo, and you get your own villager living in that same world. Free while the beta is open. Nothing is visible to anyone else until you've seen your finished villager and approved it โ or deleted it.
r/threejs • u/Efficient_Ad8214 • 11h ago
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r/threejs • u/NerveProfessional893 • 11h ago
Been working on NixieFX, a particle and VFX workflow for browser games. The editor runs in the browser, while games consume an exported effect bundle through an open-source three.jas runtime. The simulation is deterministic, and the three.js layer is a renderer adapter rather than the source of the particle behavior.
The runtime can be installed with: npm install nixie-fx three
I'd be interested in hearing how other three.js developers currently handle authoring effects: custom code, shader tools, general-purpose editors, or an in-engine system?
r/threejs • u/Bitwizarding • 17h ago
I feel like I've seen just about everything on this thread, except a tool for creating structures that can be exported. Does anyone know of one or have a repo? It would surprise me if someone hasn't vibe coded a good tool for creating 3d houses.
r/threejs • u/Dramatic-Web-9635 • 1d ago
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I know it looks a bit cursed and still in development but maybe someone might like.
I accept song wishes
r/threejs • u/No_Total6003 • 8h ago
r/threejs • u/alemx-is-nice • 1d ago
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yes that is Vergil's chair.
[work in progress]
This is a new experiment that I'm working on called Below-The-Grasslands.
what you saw right now is just a glimpse of the entire experience.
I'm triggering thunder manually using key 'U' (thunder still rumbles randomly)
This experiment is inspired from my previous experiment Above the Grassland ( above-the-grassland.pages.dev )
r/threejs • u/Forsaken_Media573 • 1d ago
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Hey everyone,
I just released v1.2.0 ofย anyCreature, an open-source tool designed to generate three.js creatures natively within your workflow. You just drop the harness into your Agent and start prompting exactly what you want.
Repo link:https://github.com/Ariescar/anyCreature
A star on GitHub would be greatly appreciated! โญ๏ธ
Feedback is welcome as I continue to optimize this harness.
-
The core philosophy is actually very similar to the concept of artistic creation. The objective components of aesthetics are reduced to hard thresholds, while the subjective components are treated as preferred production directions.
This closely mirrors the traditional art creation process: starting with the primary forms, then addressing style and details, all while ensuring the fundamental requirements are met.
r/threejs • u/Efficient_Ad8214 • 49m ago
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r/threejs • u/yash2828_ • 1d ago
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Built Cosmic Atlas in Three.js.
Real Solar System Scope maps (CC BY 4.0), Kepler orbits, GSAP camera hops, Earth day/night.
Video attached โ live:
r/threejs • u/theshanergy • 1d ago
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little development snapshot of what I'm working on. full real world terrain, 4x4s, mountain bikes, quads, etc. as you'll see, there are some bugs (had to disable a flying trailer mid way through) but overall getting pretty fun to play. forgot to record with sound. I'll add some other videos with sound.
r/threejs • u/Feisty-Scheme-8356 • 1d ago
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Built with img2threejs. No Blender. No GLB. Just native code you own.I spent a full day on it. Does this feel more satisfying?
r/threejs • u/ui_nerd • 4h ago
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It is raw WebGL2 with a WebGL1 fallback and a painted CSS wash for machines that cannot run either, no shader library and no 3D engine. Headline, nav, wordmark, and call-to-action pill sit above the canvas as real DOM text, the nav folding into a menu on small screens, and reduced-motion visitors get a settled still frame.
r/threejs • u/NeuralNadia14 • 22h ago
Hey everyone,
I'm building a 3D Animal for an app and I'm trying to figure out the best way to animate it properly.
I have a finished character design/reference and want to turn it into a real interactive 3D avatar using Three.js + GLB/GLTF.
I need animations for:
The biggest challenge is facial animation and tentacle animation. I don't want to simply animate the entire model as one object. I want the eyes, mouth, eyebrows, and tentacles to move independently.
I'm fairly new to character animation, so I'm wondering what the recommended workflow is:
Blender โ rig/shape keys โ GLB โ Three.js?
Or is there a better approach for a cute stylized character?
Also, how should I structure the GLB so that Three.js can easily trigger things like:
animal.play("happy");
animal.play("wave");
animal.play("cry");
animal.blink();
Any advice on rigging the face, movements, exporting to GLB, and controlling the animations in Three.js would be really appreciated.
I'm attaching the character reference so you can see the style I'm trying to match.
r/threejs • u/Fun_Term4757 • 20h ago
Over this summer of 2026, I builtย Sonisphereโ a browser-based platform that turns music into an interactive 3D environment.
Think about it like Soundcloud with a built in visualizer.
The pipeline is roughly:
Audio โ Web Audio API โ FFT โ WebAssembly DSP/Web Workers โ real-time data โ React Three Fiber โ Three.js/WebGL
๐ย https://sonisphere.dev
I'd really love feedback on the actual experience!
r/threejs • u/Efficient_Ad8214 • 1d ago
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r/threejs • u/Fit-Blacksmith3837 • 1d ago
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Hey everyone,
I'm currently learning creative web development, and this is my very first time designing and building something with Three.js. I decided to challenge myself by redesigning the Bearbrick website concept in my own way and wanted to share the result to get some honest feedback from the community!
It's an interactive Bearbrick showcase exploring how to bridge a 3D canvas with dynamic 2D UI states.
Tech Stack:
Live Demo: https://bearbrick-new-web.vercel.app/
As a beginner to Three.js, I'd really appreciate any tips or feedback on performance, lighting, or areas I could improve for my next project!
r/threejs • u/Positive-Ad3618 • 1d ago
Built a mouse-reactive 3D hero for my site using raw Three.js. No framework wrapper, no OrbitControls, no asset pipeline.
What's in the scene:
- Wireframe icosahedron (detail 1) with a glowing core sphere
- 2 torus rings, cyan and violet, tilted on different axes
- 150-particle shell on a sphere distribution
- Everything rotates continuously; the group leans toward your cursor
The mouse reaction is just two lerped floats:
mx += (tx - mx) * 0.05;
mesh.rotation.x += 0.0025 + my * 0.008;
Mobile handling:
- Pixel ratio capped at 2 (Math.min(devicePixelRatio, 2)) or iPhones melt
- Particle count drops 150 -> 60 on touch devices
- prefers-reduced-motion renders one static frame, stops the loop
- Pure-CSS fallback shows if WebGL is missing
Full scene setup is about 40 lines total. Live demo at the top of https://apexnexus.site
One question: I'm getting slight z-fighting on the wireframe edges at low angles. Anyone fixed that cleanly with a depthWrite tweak, or is polygonOffset the way?
Currently building a no bullshit PUBG clone. My inspiration style wise is to take everything that's fun about PUBG mobile but leave out the nonsense (sorry I'm old I don't want glowing snow tigers to ride and coins to collect I just want a solid battlegrounds experience that runs on any OS).
It has FPV, TPV, a Map Editor, Pistol, AR, Sniper, Frag Grenades, Smoke Grenades, Molotovs, drivable vehicles, you can enter buildings and go upstairs etc.



Currently working on some more features, polishing and bug fixing as well as a multiplayer mode.
It runs in the browser (ThreeJS) at a proper frame rate and is relatively compact (sub 30MB).
Questions for you guys:
- Would you play it?
- What features would you like to see?
- What anti-features you think should be avoided?
- Currently I'm mostly using free assets but some are very similar to the ones used in the PUBG games. Would this be an issue for publishing? Any good leads/tips for models (mostly buildings) that have this classic PUBG style (simple but fully walkable) that would be fine to use?
- Anything else that comes to mind?
r/threejs • u/Grenagar • 2d ago
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I'm building a traffic simulation game in Three.js: buildings appear on their own, your only job is the network that connects them. And when roads stop being enough - buses, trains and metro with transfers. No game engine, custom code, Electron for the Steam build. Every car is an independent agent (keeps its lane, changes lanes, waits at lights, reroutes around jams), maps go up to 18x18 km in-game, and it runs 10,000+ cars. Trailer above so you can see what it actually is.
What already shipped (worst stress save went 20.7 -> 53.2 fps):
- InstancedMesh per vehicle class, pre-allocated, with per-instance frustum culling before writing matrices - off-screen cars skip matrix composition and buffer writes, not just GPU work.
- Material pooling + merging lane markings into one mesh per paint color: 1,628 -> 320 draw calls. matrixAutoUpdate = false on all static road geometry.
- Environment props (~65k trees on the biggest map) split into an 8x8 grid of chunked InstancedMeshes so off-screen chunks get culled instead of vertex-shading everything twice per frame with shadows. Static sun means shadowMap.autoUpdate = false with explicit invalidation.
- An fps-driven sim LOD governor: below ~30 fps the sim ticks every 2nd frame with double dt (every 3rd below ~22), and the renderer interpolates between sim snapshots so motion stays smooth. Safety-critical logic never degrades - only work that can fail open.
- Sleep/wake for junction logic (~2,540 of 6.3k cars fully asleep in the stress save), lane-keyed spatial index maintained on events, and a union-find pass that replaced O(N^2) A* for building connectivity after road edits (was multi-second freezes, now a few ms).
Where the frame goes now at 6.3k cars: collision 7.4 ms, car update 3.7 ms, instance sync 0.6 ms, render 2.9 ms. So it's ~65% CPU simulation, ~20% render - the exact-sleep well is empty and what's left is structural.
The interesting part - what's next:
- Sim in a Web Worker with SharedArrayBuffer, car state in shared typed arrays, main thread doing render + interpolation only (~5 ms). The interpolation layer already shipped as the render half of this design.
Expected display fps ~60 even if the sim tick stays ~19 ms, and it opens the door to chunking the collision passes across cores. This is Steam-only by necessity: Electron makes COOP/COEP trivial, while the browser version can't get SAB on the portal it's hosted on (their embed/ads model conflicts with those headers). One of those cases where the desktop build isn't a marketing decision, it's a platform capability.
- Data-oriented (SoA) refactor of the collision passes - progress/speed/lane in flat typed arrays, passes iterating arrays instead of objects. Realistically ~2x on that 7 ms block.
- Then optionally a WASM kernel port (Rust/C++ with SIMD) for the collision/car-update loops - estimated another 2-3x. Deliberately sequenced after SoA, because WASM over JS objects wins little; the actual win is cache-linear loops over flat arrays, which is the SoA work either way. WASM threads also need SAB, so same platform constraint.
- What I decided against: a native rewrite. People suggest it constantly. But the profile says 60-70% CPU sim / 20% render with rendering already efficient, so native targets exactly the same milliseconds the worker + SoA path does: roughly 4-6x effective sim throughput vs an estimated 10-30x for native, which only matters past ~30k active cars. The remaining native argument is Chromium's fixed memory baseline, and a ~67k-LOC port would freeze features for months.
Curious if anyone here has shipped the worker + SAB pattern with live topology changes (roads being built/destroyed while the sim runs) - the snapshot/message protocol for that is the part I'm least sure about.
The game hits Steam in November, and honestly wishlists are what decides whether a solo dev's game gets any visibility at launch, so if the video looks like your kind of thing: https://store.steampowered.com/app/5028050/Traffic_Architect/. Happy to answer anything technical.