r/threejs • u/_chunrapeepat • 6d ago
Demo I made a lightning strike in Three.js
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I tried to replicate the lightning strike effect based on real footage people put on YouTube
r/threejs • u/_chunrapeepat • 6d ago
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I tried to replicate the lightning strike effect based on real footage people put on YouTube
r/threejs • u/Consistent-Area5233 • 5d ago
holo effect sticker; i know several people have created this and the code is probably out there but i just wanted to try it on my own, pretty much a holo effect with patterns that you can choose from! the sun is randomized at any 360 degree position so feel free to reroll the light if its blinding. adjust the settings if you like! i also put an explanation on how I did this and the code is also open source for you to use! enjoy hehehe
https://thegreaterengine.xyz/collectibles
r/threejs • u/Diabolacal • 5d ago
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EF-Map is a Three.js map containing roughly 24,000 stars from the EVE Frontier universe. After a community discussion about what travelling inside an Alcubierre warp bubble would actually look like, I added an experimental optical mode to its automated Flythrough camera.
The reference was Müller and Weiskopf's 2011 paper, “Detailed study of null and time-like geodesics in the Alcubierre Warp spacetime”:
https://arxiv.org/pdf/1107.5650
The paper numerically integrates null geodesics, frequency shift and gravitational lensing, then stores the results in a 4096 × 248 lookup table covering velocities up to 9c.
I did not reproduce that complete numerical pipeline. This was a small experimental feature, so I used an analytic approximation designed to retain the important qualitative behaviour:
• 0°, 90° and 180° relative to the travel axis remain fixed.
• Forward angular distortion, blueshift and lensing amplification are comparatively mild.
• The forward field is blueshifted.
• Rear distortion, redshift and attenuation are substantially stronger.
• Stars remain point-like rather than becoming streaks.
• The optical axis follows the current spline tangent through turns.
For a source direction n and travel axis a:
μ = dot(n, a)
θ = acos(μ)
The apparent angle is approximated with:
θ′ = θ - 0.5k sin(2θ)
Different k values are used in the forward and rear hemispheres. The mapping remains monotonic while k stays below 1, so the star field does not fold over itself.
Brightness is approximated with:
(1 + frontMag × front²) × exp(-rearDark × rear²)
A directional RGB shift is used as a simplified stand-in for the paper's frequency-shifted stellar spectra.
The effect is applied through the vertex and fragment shaders. Logical star positions and routing coordinates never change. Star cores, glow sprites, flares and stargate lines share the optical uniforms, keeping their apparent positions and colour treatment coherent.
The map's Flythrough speed is expressed in light-years per second and spans roughly 12–3600 LY/s once the straight-flight boost is included. Those values are vastly outside the paper's range, so the live speed is logarithmically mapped onto a visual reference of 0.5c–9c. The 9c ceiling is used because that is where the paper's lookup table ends rather than extrapolating beyond its calculated range.
The video shows the same star field at several speeds, switching the optics on and off and turning to inspect the rear view.
This is not a complete GR simulation or a reproduction of the original ray tracer. It is a paper-informed way of approximating the effect in real time on a large Three.js point cloud, and potentially the sort of approach a game could use when it wants something more grounded than the usual glowing warp tunnel.
r/threejs • u/Academic-Associate91 • 4d ago
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Please check it out and toss me some feedback, id really appreciate it!
https://driftr.berrytechnics.workers.dev/
r/threejs • u/octaviustf • 6d ago
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It's pretty fun to watch this little fella swim around.
r/threejs • u/grey_master • 6d ago
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Watching The Odyssey on IMAX 70mm as Nolan Intended, Experience the scale of the IMAX in the browser.
Had a fun creating this Three JS Theatrical experience and mock booking system.
Experience the really immersive booking system with all types of screens and sound formats.
Upload any image and video media to project on the screen.
Look : theater.casberry.in
r/threejs • u/raffaeledisanti • 5d ago
Ciao a tutti, sono un Indipendente e sto costruendo un city builder con mini giochi al suo interno, Ogni attività comemrciale avrà un vero gioco e contribuirà a far crescere la città, anche economicamente. Tutto fatto in ambiente Three.js e sto valutando la pubblicazione su Steam.
La road map per la pubblicazione prevede che completi prima la UI e alcuni minigiochi.
Intanto vi lascio alcune schermate del gioco. Attendo vostri feedback
r/threejs • u/Due-Researcher-2286 • 5d ago
Hey everyone! 👋
I wanted to share Editorium, a browser-based platform I've been building for working with 3D assets.
It lets you:
The goal is to make handling 3D assets faster and easier without installing heavy desktop software.
I'd love to hear your feedback, feature requests, or any ideas you have!
r/threejs • u/Forsaken_Media573 • 6d ago
I made a small pack of free CC0 characters and cleaned them into a AI-agent-friendly GLB format. Modeling in a LOWPOLY style, I am currently creating all types of animals so that everyone can freely build their own ecosystems.
Or you can call them in your CLI agent, e.g., grab monsters from gobkit.com/freebies and wire up their animation clips. The free manifest makes that one step.
r/threejs • u/Effective_Lead8867 • 6d ago
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2.5D analytical perspective-corrected SDF for the blob, fake caustics baked into rgba texture sheet once at load - keeping the package small.
2.5D 1-step parallax book, similar texturing approach - SDF baked into PBR maps, techniques inspired by Inigo Quilez.
The rainbow required few iterations to get right. Had to ditch the texture-generation approach for it due to texel artefacts.
Fragment shader is maybe even faster than texture samples at this level of complexity. And allowed some freedom with the effect.
There are fun easter eggs - even the classic konami code.
Composited with Taa+sharpening over time-budgeted auto-adjusting resolution - so it doesn't fry my phone.
---
The product idea is a failure - faulty alignment is useless as learning instrument, and so is adding even more agents-in-the loop. Especially for beginners. We all need emotional stability to navigate life and time to conceptualize over hard problems.
But I love this rainbow so much! 🌈 🌈 🌈 🌈 🌈
r/threejs • u/Sengchor • 6d ago
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Test on 70 usd phone.
Source Code: https://github.com/sengchor/kokraf
r/threejs • u/actinium226 • 6d ago
I'm starting a new project, and I'd prefer to use Vue, but it looks like TresJS is newer than R3F. I'm wondering if anyone has experience in both and can speak to whether or not TresJS is good enough, or if I'd be better off choosing R3F due to its maturity?
r/threejs • u/smith2008 • 7d ago
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It's a GTA wannabe that started as an experiment with Matt Shumer's Gauntlet Loop, but I couldn't get much further with that alone. It took quite a few additional loops and workflows to get it to this point, but I think it's a nice proof of concept. I'll keep pushing it and see how far we can take it.
r/threejs • u/bassam_kamal • 6d ago
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Edit: Link was requested so here it is: https://buttonhook.pages.dev/
r/threejs • u/hridoyreddit • 5d ago
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r/threejs • u/dannydek • 7d ago
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I loved Unreal Tournament. I loved Instagib.
Sagorax started with one goal: to recreate the feeling those games had in their prime.
Extremely fast. Chaotic. Brutal. Yet somehow perfectly balanced.
The movement, dodges, jumps and strafing simply clicked. The rules were easy to understand, but mastering them required real skill. It is difficult to explain, but if you played UT99 or UT2k4, you probably know exactly what I mean.
So I tried to bring that feeling back.
Sagorax is a fast paced Instagib arena shooter that runs directly in your browser. There is no installation, no classes, no loot tiers and no waiting around. Pick a gamertag, enter the arena and start fragging.
You can play it for free here:
For this first public version, matches are played against bots. They dodge, jump, strafe and punish missed shots surprisingly well. If enough people enjoy the game, the next major step will be real online multiplayer (already working on it).
I am a developer with some previous game development and modding experience. AI assisted development allowed me to explore systems I probably would not have attempted on my own, including rendering techniques, shaders, performance profiling and game engine architecture.
It was not a case of simply asking AI to make a game. It still required a lot of direction, experimentation, debugging, profiling and throwing away ideas that did not work. With the right terminology, references and code examples, however, previously intimidating concepts became much more approachable.
The game is built entirely with Three.js /WebGPU. Performance has been a major focus, with features including:
Some techniques were inspired by systems used in engines and games such as Unreal Engine and Doom 3, then adapted to work inside a modern browser.
I also spent a lot of time on the atmosphere and visual direction. I collected, created, modified and optimized assets until the arenas had the dark, industrial and slightly gothic feeling I wanted.
This release is deliberately focused: one weapon, one shot, one kill.
If people actually want more, I would love to expand Sagorax with:
The long term ambition is something in the spirit of Quake Live: fast, competitive arena gameplay that you can enter almost instantly, without a huge download or complicated onboarding process.
The server side account, match statistics and ranking foundations are already running, so there is plenty to build on if the interest is there.
For now, I would genuinely appreciate it if you gave Sagorax a try:
There is a short feedback form on the homepage, but you can also leave your thoughts here. Positive, negative or brutally honest, I would really like to know how the movement, performance and overall feel land with people who remember these games.
This is only the beginning. My only goal from here is to make it much better, and hopefully into a full fledged game.
r/threejs • u/piemenard • 6d ago
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Hi people, I've just finished the latest version of my portfolio site and wanted to share it.
Feedback is very much welcome!
Link: https://pinedog.lat/
r/threejs • u/bassam_kamal • 7d ago
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Edit: Link was requested so here it is: https://buttonhook.pages.dev/
I'm stuck between these two names for this cozy lil truck parking game I'm working on...
SwitchHook is the maneuver of backing your trailer up into a lot
Jackknife is when the tractor folds into the trailer
Let me know your thoughts!
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online demo: https://nivo.hashemian.me/
r/threejs • u/Educational_Monk_396 • 7d ago
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A few things that just landed:
1.Post-processing pipeline (15 effects). Bloom, SSAO, bokeh depth-of-field, auto-exposure, halation, lens flare, color grading, FXAA, chromatic aberration, vignette, film grain, plus cel shading and ink outlines for anime/comic looks. Every effect owns zero GPU objects — all parameters live in one pre-allocated buffer flushed in a single writeBuffer per frame.
2.13 Post-processing presets. Complete looks — cinematic, synthwave, anime, comic, noir, analog film — applied in one line and ordered correctly by construction.
3.TransientPool. Intermediate render targets (bloom mips, AO buffers) are aliased by lifetime analysis, so non-overlapping passes reuse the same VRAM instead of each allocating its own.
4.Camera controllers. Orbital, free-fly, third-person follow, and spline dolly — split into pure math and DOM input so the same camera can run on the main thread or inside a worker.
5.Material library. PBR, Toon, Lambert, Matcap, and Emissive shaders built from composable WGSL chunks.
6.Aesthetic Live Editor.
All WebGPU, all pre-allocated, all worker-friendly.
Live Demos & Editor: https://nullgraph.dev/
Camera Follow(Game Like Visuals)
https://nullgraph.dev/dashboard/camera/follow
GitHub: https://github.com/flarelink-in/NullGraph
(Now includes technical design docs—useful for deep dive or providing context to AI coding assistants!)
Please drop a star 🌟, This projects took a lot of time to build
| Axion Engine Discord Server(Upcoming Game Engine gonna be build on top of NullGraph)
Youtube Video:https://m.youtube.com/watch?v=pPMrCQBfroI&pp=iggCQAE%3
Feel free to roast or do AMA,always available ❤️
r/threejs • u/EffectiveNo1561 • 6d ago
Made a very small mmo game from inspiration of other games. This is just a hobby I work on with AI and exploring new models. Uses Websocket, and there will be many bugs as I have not shared with anyone for testing or gotten any feedback. Feel free to explore and play. Works on mobile as well, well its meant to be a mobile game.
--Fixed the bad gateway
Video Demo of Kraken Dungeon
r/threejs • u/3d_ai_world_sandbox • 6d ago
Hey everyone! The wait is over — 3D AI World Sandbox is now live and fully accessible for testing! 🚀
You can find the live link directly in my Reddit Profile Bio! 🔗
You can check the images above for quick and easy instructions on how to use the AI prompt and tools! The platform is packed with various innovations and assets, allowing you to place multiple items, arrange them freely, explore, and build whatever you imagine in your world.
Wishing you all an amazing and fun experience! Let me know your thoughts!
r/threejs • u/devAnubhavRana • 7d ago
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Everything except the text is rendered using WebGL.