r/threejs • • Sep 08 '26

Three.js r186 released 🄐

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268 Upvotes

r/threejs • • Jun 25 '26

Three.js r185 released 🧔

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575 Upvotes

r/threejs • • 19h ago

Demo Escher’s ants in WebXR

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80 Upvotes

Just a fun recreation of M. C. Escher’s famous Mƶbius Strip II (1963), built as a small procedural locomotion study. The ants’ movements are driven by IK and based on Cruse’s classic gait rules. You can grab the ants and throw them away, but they’ll always find their way back to the Mƶbius strip.
Use a two-hand pinch gesture to open a portal and explore their kinematics up close (0:12).
Works in both VR and AR; tested on Quest, Vision Pro, and Snap Spectacles.

Link: escher-ants.vercel.app


r/threejs • • 2h ago

voxel god game in the browser where you catch catapult stones and throw them back: claude + three.js

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2 Upvotes

made a small god game on a voxel island. you pull trees and rocks out of the ground, help a village grow, and fight off raiders who come in by ship. the last wave brings catapults, and you can catch their stones mid-air and send them back. the island is procedurally generated, and the sound and music are synthesized in code.

would love feedback, especially on how throwing feels with a mouse, trackpad or phone.

game link: https://capitanuncino.itch.io/handvoll


r/threejs • • 17h ago

Here is gorgeous lake and a boat in threejs - show me yours

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32 Upvotes

I see a lot of ā€œoh it’s easy to makeā€ comments from people/bots who post cat videos - so here is a challenge / post your threejs creation with or without ai…

If you have opinions on albedo is wrong - then just show what you have made šŸ˜‚ coz ai is fun and threejs is even more fun!


r/threejs • • 18h ago

Demo race your friends through a real SF in the browser (three.js + WebGPU)

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19 Upvotes

been working on this for the last few days, and it finally has multiplayer. streets are from openstreetmap, city’s procedural, models are blender + AI-generated

still rough in places, so any feedback is super appreciated

game link: teleoperator.mindblown.ai


r/threejs • • 3h ago

Demo I made a browser toy where particles, liquids and light react to your mouse, touch or hands (three.js + WebGL2)

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1 Upvotes

Each scene is custom GLSL (noise/fBm) in three.js r186, with live Web Audio synthesis and optional hand tracking in a Web Worker. Sound is off by default and the video has none. Happy to answer questions about how any of it works.


r/threejs • • 3h ago

Koi pond from 2.5 to 3D interactive Zen Garden

1 Upvotes

Almost I tell A.I work follow my instructor and finally I get my best scene.

https://reddit.com/link/1x7am27/video/02cg43gwgsvh1/player


r/threejs • • 3h ago

Link A Live Viewer for URDF Files for Robot 3D Modelers

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1 Upvotes

https://armor.dc-engineer.com/gallery/

I have been using Three.js as a thumbnail generator for a few months in my AR Mobile Robotics gallery. This is a site where I link back to vendor repositories for Universal Robotic Description Format (URDF) files for real-world robots. Think industrial arms, quadrupeds (dogs), wheeled robots, and humanoids, from companies like Unitree, Boston Dynamics, ABB, and indies.

The latest is taking that thumbnail generator, and turning it into a live preview that you can use to view them right in your browser, with orbit, zoom, and environmental lighting and textures.

URDF itself is an industry format, used by engineers as part of simulation and control design, like in the Robot Operating System. If you’re a 3D designer, think of it like a text file that references a folder of other mesh files in standard OBJ, DAE, STL, or other formats, along with their transforms, and other engineering details. If you want to take a URDF, and render it in an artistic setting, it can be a bit challenging, but the JavaScript community has provided a number of URDF unpacking tools that make these Three.js scenes possible.


r/threejs • • 22h ago

Neural denoiser for Gaussian-Splat-Lite for Three.js

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28 Upvotes

I've recently been experimenting with a neural denoiser for the Stochastic mode in Gaussian-Splat-Lite, an extremely high-performance open-source 3D Gaussian Splatting renderer for Three.js.

Stochastic rendering can be faster than normal 3DGS rendering, but the noise is hard to ignore, especially while moving the camera. This update helps clean that up while preserving detail and reducing trails behind moving objects.

The video compares raw stochastic rendering, TAA, Neural Performance, Neural Quality, and sorted alpha blending, with overview and close-up views.

There are two neural modes:

  • Performance: lower GPU and memory cost.
  • Quality: stronger noise suppression and better detail retention, at a higher cost.

Both support WebGPU and WebGL2, with the trained models included. Setup and details.

For the overview shown here—about 986k splats at 1080p on an Apple M5 Pro—median GPU frame time was 4.74 ms for Neural Performance, 5.58 ms for Neural Quality, and 8.50 ms for sorted alpha blending, with MSAA off. These measurements are specific to this scene and device.

It's still experimental, and fast movement can leave some softness or residual noise. I'd love feedback on the balance between detail, stability, and speed.

Try the viewer


r/threejs • • 20h ago

I've been building a 3D globe out of OpenStreetMap with three.js

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19 Upvotes

Hi r/threejs,

I'm Steeve, a developer from France.

If you've ever tried to load a whole planet into a three.js scene and watched the frame rate fall with every building, this video is for you.

Initially, I wanted to see if I could build a map like the one in Pokemon GO, so I started building CityMap3D in 2020, on my own. It grew into a 3D map library, built on three.js, that renders OpenStreetMap as a real globe, and I've put a lot of myself into it since. Most of it went into optimisation: there is so much in the OpenStreetMap database that drawing all of it in a browser, from a single street to the whole globe, is the real challenge.

The video is one continuous take over Paris, screen-recorded from the engine: from night to day around the Eiffel Tower, then out to the whole planet. Map data from OpenStreetMap contributors, ODbL.

Try it live: https://citymap3d.com/

What do you think?


r/threejs • • 5h ago

Article Made this complete 3D Android game in three.js

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0 Upvotes

It's a cozy merge puzzle: drop buildings on a floating island, three alike merge into the next one up(kind of candy crush vibe), and a tiny city slowly grows. 14 worlds, each with its own sky, fog, particles and music.

No game engine, it only uses three.js running inside React Native:

- react-three-fiber + expo-gl on Expo, three r185

- The sky is a gradient DataTexture, since there's no DOM canvas on native

- Height fog so the bottom of the island melts into a sea of clouds

- Petals, leaves and fireflies are instanced meshes

- The splash screen shows baked frames of each world instead of live 3D tiles, way cheaper on a phone

- Biggest gotcha: setState fired from timers landed late behind the render loop on the phone. Moving the time-critical UI to useSyncExternalStore fixed it

It's free on Android if you want to see how it runs on your phone (link in the comments).

Anyone else shipping r3f on mobile? Curious what tripped you up.


r/threejs • • 6h ago

No Install, No Tutorial — I Clicked a Few Times and Got a Full Duct with a Rain Cap

1 Upvotes

I built a CAD design prototype for chimneys and ventilation ducts, positioned as an alternative to Ventbom, with a simpler workflow.

The core idea is Web3D-based duct design: pick spatial points on a 3D grid, the path connects automatically in creation order, then one click turns it into a pipe with straight runs and elbows. The rain cap is parametric too — as long as the last segment is vertical and longer than 0, it generates a cone, four struts, and a clamp at the end point, with the base diameter automatically set to 1.5x the pipe diameter.

A few things I find genuinely useful:

  • Continuous picking: hold Shift to show a lat/long sphere, click the surface to add the next point, release to hide
  • Manual angles: Shift + F opens an angle panel, horizontal and elevation angles can be typed precisely, with a yellow sphere previewing in real time
  • Edit segment length: click a segment row in the left table, type a new length and press Enter — direction stays fixed, the end point and all following points shift together, and subsequent lengths and angles stay unchanged
  • Unit switching: m / dm / cm / mm share one selector, it only changes the unit label, no value conversion
  • Bilingual UI: one click in the top right switches interface, hints, and dialogs, with scene data untouched

Try it here: https://demo.meteor3d.cn/应用-é€šé£Žē®”é“.html

Next step is fast quoting: build back-end data management on top of this prototype, structure parameters like pipe diameter, length, elbow angles, and rain cap specs, then generate a quote in one click. If you work with HVAC, chimneys, or ventilation ducts, I'd love to hear how your quoting process works and whether this direction would help.


r/threejs • • 10h ago

What if you can #race on #mars

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2 Upvotes

r/threejs • • 12h ago

Link Platform for Learning Computer Graphics

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3 Upvotes

r/threejs • • 7h ago

Looks like I'm getting somewhere :)

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1 Upvotes

After breaking up with my girlfriend, I’d say I fell into a pretty dark place. During that time, I had the opportunity to explore Three.js more deeply, and honestly, these libraries feel like a bunch of unexplored caves waiting to be discovered. I managed to put together a small system using a handful of tools, and even though it might not seem like much, I’m genuinely proud of what I’ve achieved.

I’ve found that I can often build things with Three.js in a day or two that might take a month or two to put together in a traditional game engine, and without even putting in that much effort.

I’m still heavily influenced by Resident Evil Village. You might not believe this coming from someone who barely plays anything other than CS, but I’ve finished the game around 9–10 times. I even occasionally try speedrunning it. :)

The screenshots you’re seeing are from a game I put together over two days, spending around two hours a day on it. And I haven’t even pushed the post-processing very hard yet. I genuinely believe I could achieve some seriously impressive results if I pushed it further.

I’m planning to release the game here as an open-source project in a few days. Once you get a chance to look through it, I think you’ll understand what I mean.


r/threejs • • 7h ago

Working On A New Three.js Multiplayer Predictive Interpolation System

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1 Upvotes

r/threejs • • 7h ago

Demo Clayground: a browser clay sculpting studio using Three.js and a worker-owned volume

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1 Upvotes

I’m the maker of Clayground. This is a short edited demo of the browser studio, starting with a sphere and building a small character with brushes, paint and animation.

Three.js renders the surface mesh; a worker owns the signed-distance volume and rebuilds the geometry as the clay changes. The sculpting input also keeps a snapshot of the visible surfaces for each stroke, so newly added clay doesn’t change where the next dab in that same stroke lands. Move and Hook use a camera-facing plane through the initial point.

You can try the studio with a mouse, pen or touch, with no account: https://www.clayvr.com/sculpt

I’d appreciate feedback on interaction responsiveness, especially while adding or smoothing clay. If you hit a slowdown, the device/browser and the brush you were using would be useful.


r/threejs • • 1d ago

Demo Fly from Earth to the edge of the observable universe in your browser — real NASA data, 109k real stars, ray-traced black holes

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38 Upvotes

r/threejs • • 14h ago

Reefborn - I built a multiplayer reef in three.js

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2 Upvotes

Been building Reefborn, a little multiplayer reef where you start tiny and eat your way up. Just added a deep-sea trench with lava, glowing critters and a giant squid.

Free in the browser: https://reefborn.app/?ref=threejs

Happy to chat about how any of it works.


r/threejs • • 20h ago

Tutorial Scroll-driven 3D gallery with Three.js: images ride a helix, ScrollTrigger scrubs the travel, headline splits around the ribbon

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4 Upvotes

Built this for a portfolio and the technique is simpler than it looks:

- Each image is a textured plane placed along a helix and rotated to the curve's tangent, so it banks through the bend on its own

- GSAP ScrollTrigger scrubs the strip's position along the curve. Stop scrolling and it holds exactly where you left it

- Lenis smooths the wheel input first, which is what turns steps into a glide

- The oversized headline is two halves drifting in opposite directions, so it parts around the ribbon and lines up again at rest

- Images upload to the GPU once as textures, so a long strip is cheaper than the same number of DOM nodes

React + TypeScript, three.js and GSAP only. Live demo in the first comment. Ask me anything about the curve setup.


r/threejs • • 17h ago

Demo I made a procedural diorama in a glass case — day/night, seasons, weather, fish and a village with a generated chronicle (open source engine)

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4 Upvotes

Solo dev here. This started as a desk toy: a glass case with a little world inside that keeps its own time.

Everything — terrain, trees, grass, fish, textures and sound — is generated in code at runtime; there are no asset files for the world itself.

A few technical notes: the scene renders into a half-float MSAA target, then GTAO → bloom → tilt-shift → one final grade/tone-map pass. Only the scene pass uses MSAA, which keeps memory sane on Retina screens. The village simulation feeds a storylet engine that writes a chronicle from what actually happened.

It's a free browser demo (the Kingdom world), and the engine is MIT on GitHub. Performance on integrated GPUs is my biggest open problem — it starts at roughly 1 MP and scales resolution up or down from measured frame time. Feedback very welcome, especially on that.

Demo: https://diorama.goodthing.app/?utm_source=reddit&utm_medium=social&utm_campaign=launch-2026-10&utm_content=glass-diorama

Code: https://github.com/SanLin-He/glass-diorama-open


r/threejs • • 21h ago

Making the First Boss of my Game | Devlog

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5 Upvotes

Hey guys, I'm making a rail shooter (like Star Fox) and documenting its development for those working on a game who want to learn more about the workflow.

I've been working on the game since February, and so far I have the first level almost complete. I plan to have a demo ready by the end of the year.

In this video, I'll tell you about the development of the first boss, its design, its three phases, attacks, environment, etc.

Devlog Boss Fight: youtube.com/watch?v=NsZRfjOK_-Y&t

If you find these types of videos useful or entertaining, it would help me a lot if you subscribed, left a comment/like, or simply watched it.

Thanks guys!


r/threejs • • 14h ago

Three.js games in a phone feed, and the library doesn't count against your file size

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1 Upvotes

We run a swipe feed of small mobile games, and a lot of them are Three.js. Each game is one HTML file. Three loads from our shared mirror at an exact version, so a phone downloads it once and every game after that is just your code. Your 5 MB stays yours.

Players get it inside a native app on Android (iPhone beta), with leaderboards and replays wired up for you.

Looking for Three.js devs who've got small games sitting around. Non-exclusive, you keep everything. Ask me anything about the runtime.

https://deadsimple.games/go/reddit?c=threejs


r/threejs • • 20h ago

Demo We brought three.js back after a Rust/wgpu port. Loot Hole is now live in the browser.

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2 Upvotes

The attached trailer was captured in the native wgpu build. The playable browser version uses three.js rendering over the shared Rust core.

Loot Hole is now playable on Playgama: https://playgama.ai/play/kw6t5foxgs

I'm the developer. It's a first-person digging game: uncover buried objects, sell your finds, upgrade your equipment, and reach deeper layers.

The interesting part for this community is that we came back to three.js after doing the Rust/wgpu work. We started with Babylon Lite/WebGPU, moved to three.js/WebGL 2, then built shared Rust gameplay and native wgpu hosts. The browser now uses the Rust core through WASM, with three.js and DOM presentation.

The web launch path has a compressed-byte budget below 1,000,000 bytes. That's the startup path, not the entire game. We trim three.js at build time, stream models that aren't needed at the start, and compile shared Slang shader functions to GLSL for the web and SPIR-V for native.

Real-phone tests on a Galaxy A40 helped make the decision. Keeping Rust gameplay didn't require shipping the native renderer to every browser.

I'd be interested in hearing how other people split shared game logic from browser presentation, especially when startup size is a hard limit.

AI disclosure: AI was used for coding, image generation, and translations. Music and sound effects were mostly made without AI.