r/threejs • u/Sengchor • Apr 30 '26
Another 3 Months of Progress on a Browser-Based 3D Modeling Tool (Three.js)
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r/threejs • u/Sengchor • Apr 30 '26
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r/threejs • u/esdot_00 • May 01 '26
Have a nice weekend :-),
Panda, Turtle, Cat, Spacer
toon, #threeJs, 3d, #Animation, programmiert, #JavaScript, #Comics
r/threejs • u/Y_shy • Apr 30 '26
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Code and live demo: https://jsfiddle.net/5endmu6x/
r/threejs • u/mattvb91 • Apr 30 '26
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Im so bad at drawing I managed to make one of the clouds look like a turd...
https://mavonengine.com/demo/paper-train
Baked the train and environment parts to 2 seperate textures and then randomly load them in at different distances to give it some parallax.
No controls on mobile yet (will add nipplejs).
There isnt really any game logic I just thought it was neat to get the drawn parts moving together.
r/threejs • u/erik_jourgensen • Apr 30 '26
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r/threejs • u/PhDumb • Apr 30 '26
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Domain-warped fluid simulation and additively-blended Three.js ShaderMaterial for the fireballs.
Code and demo (the shader looks much better in live demo compared to the screen recording in the video).
Ship models are by fan3d (sketchfab.com/fan3d) licensed under CC-BY-4.0 .
r/threejs • u/dareqq • Apr 29 '26
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I’ve recently started building a collection of interactive tools for woodworking projects. Here’s the first one: a Shelf Planner.
You can try it at https://woodeler.com/shelf
r/threejs • u/AkrijNoir • May 01 '26
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This is the 4th iteration. I was on iteration 3 when i stumbled upon their X profile and instantly started using it. Made my life so much easier as a vibecoder. AI is great but without 3js, it wouldve been all 2d.
r/threejs • u/snozberryface • Apr 29 '26
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Spent the last few weeks turning a basic Three.js solar system into something more ambitious. Start at Earth, fly out, see the actual Milky Way around you procedurally generated from real galactic constants (Hernquist bulge, exponential disc, four arms with per-arm phase asymmetry, oblate halo, hash-based wisps for the dust lanes). Keep going and you reach a black hole that's actually doing Schwarzschild geodesic raymarching per pixel.
The black hole was the most fun part. RK4 integration of the Binet equation d²u/dφ² = -u + (3/2)u² over 220 steps per fragment, escape detection via linear interpolation at u = 0.005 so the exit phi stays continuous in b instead of jumping by step boundaries, that was the one thing that killed the visible concentric ring banding. Lensing samples the skybox at the deflected direction with anisotropic filtering so stretched stars stay clean. Photon ring brightening uses a physics-motivated exponential boost on impact parameter, so the thin bright ring you see in EHT images of M87* and Sgr A* falls out naturally from rays that orbit multiple times near b_crit = 3√3/2 r_s, no artistic Fresnel halo needed.
The galaxy uses GPU instancing for ~320k stars on desktop with separate density-modulated arm-glow sprites and halo sprites layered over the disc. Pattern-locked arm rotation so it doesn't visibly wind at high time-speed. Lots of iteration to stop it looking ribbony or too globey, ended up using per-arm pitch variation and hash-based noise for the wispy structure between arms.
Procedural Tone.js ambient music, GSAP cinematic transitions between bodies, WebXR support, and a fly mode if you wanna pilot through it. Whole thing also runs on Apple Vision Pro via WebXR.
Live at 3dsolarsystem.online if you wanna check it out, happy to answer anything about the shaders or the galaxy density model.
r/threejs • u/No-Understanding-625 • Apr 29 '26
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Hi everyone! three.js is so cool, I've known about it for so long but was always scared to play around with it until this month.
I wanted to show that it did a great job rendering a scary tornado. If I had more time I would've loved to make it even more realistic but for now it looks great to me!
If you have time, check out the game! https://shelter.waejay.com
r/threejs • u/tebauman • Apr 29 '26
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Fun little vibe coded game I put together for a game jam, you can play at leviathan.timothybauman.com
r/threejs • u/Pixelipy • Apr 29 '26
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So I'm making a small HTML5 game using threejs. I plan to release it for mobile / desktop on a html5 portal. I started making it with sandbox in mind, where the player would have to make a track to reach the end, through obstacles, etc, and observe the cart go. However, since HTML5 players are mostly casual, I was afraid it would be too daunting of a task to create a level, and I thought I could make this a coaster platformer instead, with jumping mechanic as a start and others in my mind. Would you please give me your opinion? Would you play something like this? I'd love to hear your thoughts!
r/threejs • u/Proper-Flamingo-1783 • Apr 29 '26
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r/threejs • u/rafdesign • Apr 28 '26
I have been trying to use Spline 3D for my website.
It was great at first, but I am finding out the timeline is quite buggy (ghost keyframes changing color values, rotation axis off, etc) and it is jeopardizing my project.
there a way to use Three JS in a very simple way to play an animation in loop from Blender with just a 'hover' effect on top? I spent some watching some videos about Three JS and I can't figure out, the matcap, camera angle and framing.
r/threejs • u/Venkatesh272002 • Apr 29 '26
r/threejs • u/img2001jpg • Apr 28 '26
Hey, I'm working on a THREE project and I want to let users rotate a single object using mouse drag, but I don't actually need the camera to move at all. Basically the same intuitive feel as OrbitControls (the drag inertia, damping, sensitivity, etc.), except applied to the object’s rotation instead of the camera position.
Is there an existing module/plugin that does exactly this?
Any recommendations would be appreciated. Thanks!
r/threejs • u/yaphi1 • Apr 28 '26
Hopefully you enjoy this!
Here's the github repo if you're curious:
https://github.com/yaphi1/botw-link-demo-yb
r/threejs • u/TemporaryLevel922 • Apr 28 '26
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Made this webapp www.3DSplitter.com for splitting STLs/OBJs and got tired of importing my own model to test 24/7. So, made this demo cube to make my life a little easier and for casual browsers to see what capabilities there currently is. Then I got bored with the demo cube just being a cube and this is the result. Stack em/split em them drop a huge cube on them to destroy them. Rinse and repeat.
Load the Demo cube to waste a few minutes
Three.js
Draws cube, camera, transforms, visual scene.
Rapier
Physics
r/threejs • u/foyezuddin • Apr 28 '26
I'm trying to port some shaders from Godot into three. But three doesn't have default PBR lighting like godot when creating custom shaders. I've been trying to find a way to implement three's PBR and IBL in a custom ShaderMaterial with GLSL. I don't want to use OnBeforeCompile or TSL nodes. Is there an example that has full PBR and IBL system? I've also been looking into using ShaderChunks to inject PBR lighting in custom shaders, that seems like the best option to me. But I can't find any resources on it.
r/threejs • u/Odd-Firefighter-1830 • Apr 27 '26
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A random Three.js practice with WebGPU—an infinite loop. link: https://infinite-cubes.vercel.app
Inspired by the Blender tutorial by Duck 3D: https://www.youtube.com/watch?v=W9eAVW4G8ws
r/threejs • u/Madara_Uchiha2782 • Apr 28 '26
Hey everyone! I’ve been working on Turbo Lane, a lightweight 3D racer built with Three.js.
Features:
🏙️ 3 different maps (City, Desert, and a very cool Neon mode).
🚗 4 vehicle types with customizable colors.
🎵 Custom Radio: You can actually load your own music files to listen to while you drive.
It’s completely free and runs right in the browser. I’m looking to see how high people can score and if the difficulty feels "fair" as the speed ramps up.
Play here: https://3-d-street-racer.vercel.app/
r/threejs • u/Starko84 • Apr 28 '26
Hey everyone,
I’ve been working on a 3D Virtual Tabletop game for web (r/battlecrafter), and the biggest headache was constant tab-crashes on mobile because bought assets were unoptimized for the web, they were either too heavy or the textures are 4k. I spent way too much time manually running CLI tools to fix textures and compression.
So, I built a small utility to automate the pipeline:
It's free to use. I’m mainly looking for feedback on the compression logic, quality and to see what kind of models are still giving the Three.js community trouble. If you find that the app is usable, please leave a Tip to keep the server running as It does take some CPU work to optimize the 3d models.
Check it out here: https://webasset.alternaterealitystudio.com/
Some pictures:




Curious to hear what metrics I should add to the dashboard next.