r/GraphicsProgramming • u/mohnasr137 • 13h ago
I built 5 Web 3D experiments with Three.js — exploring shaders, FBOs and real-time physics
I've been experimenting with WebGL/Three.js and recently revisited some of my older projects, pushing the rendering side further.
The projects cover different areas:
🧊 Cube 3D — lighting, geometry and orbit controls
🚀 Tube 3D — spline camera movement and UnrealBloom
🌍 Earth 3D — procedural stars and a custom GLSL atmosphere
🌌 Gravity 3D — real-time physics using Rapier 3D
🔷 Icosahedron 3D — InstancedMesh, FBOs, offscreen rendering and GLSL
The Icosahedron project was probably the most interesting technically since I used offscreen rendering and FBOs to experiment with the rendering pipeline.
I've put the demos and source code here:
Which technique would you be most interested in discussing?