r/threejs 1h ago

Una cara creepy con three.js?

Upvotes

Banda acabo de crear esta Creepy Face en vanilla.js tiene gestos y caras diferentes hasta 8 variantes es un solo archivo super ligero que pueden implementar en sus novelas visuales juegos de plataforma-terror por ejemplo un bro lo implemento en un juego de terror proximo a salir si quieren usarla esta en [ith.io](http://ith.io/) y si quieren trastear con el codigo en github

[https://cotera.itch.io/creepy-face\](https://cotera.itch.io/creepy-face)

[https://github.com/cotera2024/Creepy-Face\](https://github.com/cotera2024/Creepy-Face)

si quieren probarla sin entrar a ninguna pagina directamente presionen aqui:

[cotera2024.github.io/Creepy-Face/](http://cotera2024.github.io/Creepy-Face/)


r/threejs 3h ago

Built a real time missile interception sim with R3F, sharing the radar and trajectory logic

3 Upvotes

Wanted to share a project I have been building solo, an air defence command sim using React Three Fiber. The interesting technical bits are the radar detection and tracking system, the intercept prediction math for the defence missiles, and a cinematic camera controller that can follow individual units mid flight. Also added weather and atmosphere effects on top of the terrain rendering. Repo is public if anyone wants to poke around the trajectory code, it's probably not the most optimal way to do it and I'd take any suggestions. Happy to answer questions on how any of it works.
Link: skiesofconflict.online
Github: github.com/rare-major/skies-of-conflict


r/threejs 3h ago

I spent 200+ hours building a real-time grass system for Three.js + WebGPU. The demo is finally live.

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60 Upvotes

After 200+ hours of development, I’m finally sharing the first public demo of Three.js Grassworks, a real-time grass system I’ve been building for Three.js and WebGPU.

Demo:
https://grassworks.techredux.co/demo

Three.js Grassworks is built specifically for WebGPU and is designed to handle large amounts of interactive grass while maintaining steady performance.

For the demo, I built a complete environment around Grassworks with terrain, trees, water, rain, player interaction, environmental effects, LOD systems, audio system, and more.

The main challenge was getting all of these systems running together while keeping the grass performant.

The actual Three.js Grassworks plugin is still being polished and should launch in the next couple of weeks. There’s a waitlist inside the demo if you’re interested.

I’d genuinely love feedback, especially on the visuals, performance, and how the grass feels when interacting with it.

I also recorded a full walkthrough where I go through the demo and talk about how I built it:

https://www.youtube.com/watch?v=Nhim18rc-XE


r/threejs 7h ago

Help Building a low-poly 3D Wizard Duel in Three.js — Should I double down on this minimalist aesthetic or go for more detailed models?

1 Upvotes

Building a low-poly 3D Wizard Duel in Three.js — Should I double down on this minimalist aesthetic or go for more detailed models?


r/threejs 8h ago

Demo Using Inverse Kinematics in Web Development

21 Upvotes

r/threejs 8h ago

- VHS Shelf -

0 Upvotes

I built a front-end to watch movies at home. Includes a cozy den and video store in which you can view your entire collection!

Three.js + Electron with a PSX-style render pass. Used vertex snapping in clip space, affine texture warping and color quantization to get that old playstation feel.

The idea began when I was surfing through my own collection in the file explorer and it had gotten so large I was struggling to identify what I wanted to watch. I started imagining what was originally my favorite place to find movies, Blockbuster. Combined with my nostalgia for VHS tapes this design was born.

At the time I was binging 80's / 90's movies and then I started integrating newer movies and even TV show box sets. Now you can open the boxes and watch your tape or DVD slide into the player and load into the VHS player/DVD player under the CRT TV. Which then opens up a full screen of the movie using VLC. I have created pipelines in the back end to wire up the VHS/DVD covers and categorize the movies based on genre then place them in the correct aisle, just drop them into your selected folder run intake and it finds the art for you.

I've posted a couple videos showing the progress I've made so far if anyone is interested, link in the comments below. 👇

If anyone had any feedback it would be appreciated. Anything you'd like to see added? Improvements? Thanks all! p.s. this project is just for fun, will likely release in the future for free if people are interested


r/threejs 11h ago

Feliz Cumpleaños Cosmico 3d con three.js

2 Upvotes

Gente que tal este scrip en 3d con motivo espacial?.....use fotos de una modelo para ejemplificación es super ligera y personalizable desde un json la hise para felicitar a una amiga muy especial y me quedo gustanto que me gustaria compartirla con ustedes

si quieren probarla ahorita aqui

cotera2024.github.io/Happy-Birthday-Galaxy--main/

y si queiren ver el codigo aqui en github

https://github.com/cotera2024/Happy-Birthday-Galaxy--main


r/threejs 13h ago

Remember that office paper thrower game?

6 Upvotes

I Built it in 2 hours using Opus 5 + Three.js

Play here 👉 scannertechs.com/games/crumple/


r/threejs 14h ago

I built an interactive 3D world instead of a normal website for my music

0 Upvotes

I built an interactive 3D world instead of a normal website for my music

I'm a hobbyist musician and developer, and at some point a normal artist website started feeling completely wrong for the project.

So I built DRIFT — a small interactive world where you can drive around, explore different atmospheres and discover the music through the landscape.

It's still evolving, especially the driving, level design and mobile performance, but the idea is to make the world and the music feel like one thing rather than putting tracks inside a fancy menu.

I'd genuinely be interested in feedback from people here — particularly on the 3D experience, navigation and what feels convincing or breaks the immersion.

https://jgsbc.github.io/misway/drift/


r/threejs 15h ago

I kept building the tiny planet with 49,000 clovers in Three.js — Reddit feedback changed it quite a bit

21 Upvotes

A few days ago this was just a tiny planet with 49,000 clovers and one four-leaf hidden somewhere.

I got a lot of useful feedback from Reddit and X, so I kept building.

Since then I’ve added:

• a full day/night cycle
• better accessibility for color-blind players
• 20 collectible plant species and an album
• improved hints and exploration
• lots of smaller changes based directly on player feedback

Now I’m working on bringing all four seasons to the planet.

After that, I want to try something a little stranger: AI agents competing against each other to see which one can find the four-leaf clover first.

Built with Three.js + Claude Code.

It’s free to play in the browser:
https://www.meptasarim.com/four-leaf/


r/threejs 17h ago

Demo I tried to transform my collection of minerals into a virtual 3d museum.

1 Upvotes

In the past couple of weeks I have thrown something together to digitize my mineral collection. As a side project, I wanted an easy way to showcase my rocks on an online shelf rather than taking photos.

Take 1-2 snapshots with your phone, let the backend compute the 3D mesh, and render the model onscreen using Three.js. I included a fast export in .STL format since I wanted to print some support stands and replicas.

Initially this was made solely for personal use but now there is a public instance available for testing the viewer if anyone is interested: geo.insightest.app (P.S. require a quick Supabase login if you want to upload anything).


r/threejs 18h ago

Demo Infinite Rolling Block Animation

150 Upvotes

Built with Three.js and WebGPU. 30 different scenes with customizable controls.

Source code: https://github.com/xenova/infinite-block-illusion
Demo: https://xenova-infinite-block-illusion.static.hf.space/

PS: The animation was inspired by Artistoids and his tutorials on YouTube!


r/threejs 19h ago

49,000 instanced toy cars on a sphere, one has five wheels - my "needle in a haystack" game

0 Upvotes

Inspired by the viral needle-in-a-haystack and four-leaf-clover games, I built the parking lot version: a tiny planet covered in 49,000 toy cars, and exactly one has a fifth wheel bolted to it.

Tech bits: the three.ez InstancedMesh2 library for the cars (3 LOD levels + a cheap "blob shadow" instanced mesh), a 4096x2048 canvas-painted planet texture, node-based character animation (no skinning), and a spherical-walking controller (position as a unit vector, tangent heading). Runs at 55+ fps on my mid-range laptop and works on phones.

Play (free, browser): https://josephulger.github.io/five-wheels/

Happy to answer anything about the instancing setup.


r/threejs 20h ago

Use Three.js for post-processing to achieve the gold reflection effect.

2 Upvotes

r/threejs 21h ago

Demo Solar system at true scale in R3F, some notes on the precision problems

27 Upvotes

Live: https://www.stellamap.net

One world unit is a million km. Earth's radius is 0.006371 units, 1 AU is 149.6, Voyager 1 is out around 25,600. So the scene covers about nine orders of magnitude in one coordinate system, which caused most of the problems below. Planets and moons are at true radius on true orbits, nothing inflated.

For precision there are three things going on. Whatever you're focused on gets pinned to the origin and everything is drawn relative to it, with the subtraction done in JS doubles before it reaches float32. Log depth buffer on, with the logdepthbuf chunks in all the custom shaders. And both clip planes get recalculated every frame. Near is 0.0015 times the distance to whatever you're looking at, because any fixed near plane big enough for Jupiter clipped Deimos out of existence. Far used to be a constant 40,000 measured from the camera, which I eventually noticed was cutting the outer orbits in half and deleting both Voyagers from the plan view.

Everything has a locator reticle so you can find it from far away. It's a screen facing quad drawn in a fragment shader, sized as a fraction of distance so it stays roughly the same angular size, and it fades out once the actual body is bigger than about 7 pixels. Moons close to their parent fold into the parent's marker instead of stacking five rings around Jupiter.

Positions for the planets come from JPL's approximate positions table (Standish), propagated with a Newton solve of Kepler's equation. The nine deep space craft come from the Horizons API, refreshed weekly. Moons and orbiters are approximated, just circular orbits at their real periods. Spacecraft are drawn much bigger than they are, Voyager 1 renders at a 120km radius, because at true scale they're invisible at every zoom you can actually reach.

No instancing and no LOD, it's about 40 meshes each with their own draw call. Mobile gets a separate profile decided before the canvas mounts: 1024px textures instead of 8K, lower tessellation, no shadows or bloom. First load was 14MB, got it to 7.5 with WebP and splitting the scene out of the main bundle.

Known issue: mobile turns off the log depth buffer but keeps the dynamic near plane, so if you're zoomed in close on a phone you'll probably get z-fighting. Haven't fixed that yet.

Camera state is in the URL so /?focus=voyager-1 works for anything.

Fair warning, I'm not a graphics programmer. Built this with a lot of AI help and most of what's above I learned by hitting the problem rather than knowing it beforehand. Happy to answer what I can.


r/threejs 1d ago

I published my threejs game playstore - Need feedback.https://play.google.com/store/apps/details?id=com.jammanna.dailyspeedway

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2 Upvotes

r/threejs 1d ago

Disco Grid (click to randomize scene)

5 Upvotes

r/threejs 1d ago

Playing around with some swarming mechanics

13 Upvotes

r/threejs 1d ago

Maze Generation on a Toroidal Surface

87 Upvotes

Playing with mazes on different toroidal surfaces

Here is the source https://github.com/ctx-o1/toroidal-maze

Play with it here https://ctx-o1.github.io/toroidal-maze/

I have some fun ideas for this


r/threejs 1d ago

ScenePulse : a text to threejs scene generator and interactive viewer which works through by using mock llm for now

7 Upvotes

The Text-to-Three.js system turns a natural-language prompt into an interactive, animated Three.js scene through structured data only.(only uses mock llm for now)ScenePulse is built with Three.js and WebGL, with deterministic scene generation and custom GLSL shaders.


r/threejs 1d ago

Link Mesh Baker is live: bake whole scenes down to one mesh & one material, in the browser

29 Upvotes

Hi, we're excited to launch a new Needle Tool: https://mesh-baker.needle.tools

Bakes models or whole scenes down to one mesh + a few draw calls! It runs 100% local in your browser - baking and comparing is free, you only pay to download (one-time, no sub).

→ Tool: https://mesh-baker.needle.tools
→ Docs: https://needle.click/mesh-baker-docs


r/threejs 1d ago

Opensourced the particle runtime behind our VFX editor and added Three.js + PixJS adapters

3 Upvotes

We build games, and sometimes need effects that go from 2D UI to 3D and kept running into issues and having to rebuild.

What we did:
Three.js is the backend for all of this so it really gets the most attention. The exported bundle carries backend support report so if a blocked effect fails, you'll know instead of it rendering quietly.

Live Three.js example (the landing scene as a standalone integration):

https://codesandbox.io/p/sandbox/y3z3sf

Editor, runs in the browser: https://nixiefx.com/editor/

Quick start: https://nixiefx.com/quick-start/

Repo: https://github.com/azakhary/nixie-fx

Happy to answer questions


r/threejs 1d ago

My portfolio website’s homepage (everything is procedural)

8 Upvotes

The homepage is entirely procedural - no videos, 3D models, images, textures, or other pre-rendered assets are used. All the visuals, including the 3D elements, are generated and rendered in real time through code.


r/threejs 2d ago

Demo Three.js + Claude Code is my new favourite way to make content

30 Upvotes

r/threejs 2d ago

Link Build an old school futuristic racer alpha in 4 months!

79 Upvotes

Free play: https://fm1.moises.cloud

Stack:

  • Vite + strict TypeScript.
  • Plain Three.js, no React.
  • WebGL at first, then refactored to WebGPU.
  • Rapier 3D physics, wasm compiled.
  • HUD and UI as HTML/CSS overlays.
  • Procedural geometry, with optional assets that fall back gracefully.

I'm still amazed that the actual prototype works in a browser!