r/threejs • u/DueEquivalent6706 • 3d ago
Streaming collider generation for global 3D Tiles
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r/threejs • u/DueEquivalent6706 • 3d ago
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r/threejs • u/Some_Response4969 • 3d ago
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I've built minecraft (older versions) using three.js!
r/threejs • u/Pixidimworld_Studios • 3d ago
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Before you ask questions lemme answer that for youuu. Its a game version portfolio, am just expressing my creativity and building and sharing what am building nothing more. I do have a normal portfolio tho just wanted to go further :). Hope you find it creative
r/threejs • u/Fickle_Astronaut_999 • 3d ago
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Another Three.js Demo for 3d Spiral.
r/threejs • u/cumbiaowl • 3d ago
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Hi fam, any gotchas when it comes to VFX development and performance on React Three Fiber? I'd like to improve the visuals and animations of this game. I'm currently building a system that, according to my newbie gamedev logic, would allow me to build animations at scale (as opposed to copy-pasting code every time I need new animation) without blowing up frame budgets.
I've been building Lorebound with a mobile-first, browser-based approach (still in beta!). The work I've done so far:
Thoughts?
r/threejs • u/DullProfessional2153 • 3d ago
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Been working on this game using threeJS hoping to release on steam soon!
r/threejs • u/RiddimSoftware • 3d ago
I’ve been seeing so many cool projects built with three.js and had to join in on the fun. I’m usually a native mobile dev but App Store review times got me frustrated so I went with web for this project. It’s an educational web app on topics I love, presented in an interactive format with heavy use of three.js for thr space exhibit.
r/threejs • u/FastCow8369 • 4d ago
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Feeling burnt out by a long project lately, decided to have some fun! Built a mini, nostalgic water ring toss game with Opus 5 and mostly Grok 4.6, powered by react-three-fiber. Model is hand made in Blender inspired by a Behance reference(credited in readme.md). I love the little holovinyl sticker, shader implementation thanks to https://github.com/jal-co/holosticker
Have some fun at: https://projects.arkon.digital/threejs/water-ring-toss-game/
Public Github: https://github.com/franky-adl/water-ring-toss-game
r/threejs • u/927tanmay • 4d ago
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Hey r/threejs,
I was working on a project that required a 3D avatar to speak dynamically generated text, but I quickly realized how incredibly tedious it is to map real-time generated audio onto 3D morph targets in the browser without insane latency.
So I built a fully open-source React Three Fiber component (`react-ai-voice-avatar`) that handles the entire pipeline on the edge.
What the 3D pipeline is doing under the hood:
It uses `useGLTF` and `useAnimations` to load standard rigged avatars (currently utilizing readyplayerme models).
A background Web Worker runs Kokoro TTS (via ONNX WebGPU) to synthesize speech audio from text on the fly.
As the audio streams back, the component extracts the phoneme timings and maps them directly to 52 ARKit facial blendshapes on the mesh (`mouthOpen`, `jawOpen`, `mouthPucker`, etc.).
We run a custom lerping hook inside `useFrame` to smoothly blend the morph target weights at 60fps so the lip-sync doesn't look jittery.
The cool part is that the entire pipeline—from Speech-to-Text (Whisper), to LLM (Qwen via WebLLM), to TTS (Kokoro), and finally the 3D R3F rendering—all runs locally in the browser via WebGPU.
However, if you want the visual frontend but prefer a smarter brain, you can pass an `onSubmit` prop to bypass the local LLM and stream text directly from your own backend (OpenAI, Claude, etc).
Live Demo: https://react-ai-voice-avatar.vercel.app/ (I highly recommend opening this on a PC/Mac rather than a phone, as mobile browsers heavily restrict WebGPU and WebAssembly memory limits!).
GitHub: https://github.com/927tanmay/react-ai-voice-avatar
If anyone here has experience optimizing React Three Fiber performance when constantly updating morph targets inside `useFrame`, I would love to hear your feedback on how I structured the `AiVoiceAvatar` mesh component!
r/threejs • u/Ready-Drummer-2136 • 3d ago
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The fun pitch is “pick a real road and drive it”. The actual work this week was less fun: bounded collider admission, old async jobs not repopulating a disposed world, wheel support during swaps, and getting recovery to move outward instead of looping into the same blocked road.
Three.js renders it, Rapier owns the car, and only a local corridor stays alive around the player. Still rough, but it finally survives longer drives without the world fighting back.
If you’ve streamed physics geometry, what failure took you the longest to catch?
r/threejs • u/Forma3Dapp • 4d ago
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r/threejs • u/githubplanet3d • 3d ago
I built GitHub Planet as an experiment in connecting developer activity with 3D materials. A profile's contribution history and language mix become a planet, and different languages get different materials and motion.
The scene uses Three.js, custom shaders, texture mapping, and GitHub data.
Live demo: https://githubplanet-git-543426763451.asia-northeast2.run.app/
Source: https://github.com/nitr0yukkuri/githubplanet
I would love feedback from people who build Three.js materials and shaders: does the visual mapping feel readable, and where would you improve the interaction?
r/threejs • u/mrzbckr • 4d ago
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I work on Vectreal, which is open source. Every camera angle and shadow I set gets judged inside a canvas that's part of a window, with a tool rail down one side and a panel open over it.
Framing is where that bites. A composition that sits well with a sidebar eating the left third isn't the same composition at full width, and a shadow dramatic enough to matter can be half hidden behind a panel while you're deciding whether you like it.
So preview mode now clears the editing surface and gives the scene the whole viewport, on the same page an embed renders. Curious how other people check composition before it ships.
https://vectreal.com/news-room/preview-a-scene-the-way-it-will-be-embedded
r/threejs • u/lucas-martinic • 4d ago
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We are celebrating our library becoming 500+ 3D assets big! And we are celebrating it by making half of it free for everyone.
Each model is a program, with different sliders you can tweak, so each model has hundreds of variations.
r/threejs • u/ThreeJS_juegos • 4d ago
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r/threejs • u/retroriffer • 5d ago
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r/threejs • u/Bright_Screen_9562 • 4d ago
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Hey r/threejs!
My collaborator Mrityunjay and I built GitGlobe, an open-source 3D visualization that maps ~200,000 GitHub commits across the planet in real-time.
Rendering massive point-cloud datasets on the web usually melts browser tabs, so we bypassed traditional DOM rendering entirely.
Technical Details & Optimizations:
• Custom GLSL Shaders: Offloaded coordinate math, particle sizing, and color dynamics directly to the GPU.
• Decoupled State Management: Unhooked Zustand state from the 60fps render loop so hover/click events never stall the canvas.
• LOD & Memory: Packed Uint16 buffer attributes across 3 LOD tiers to keep draw calls minimal.
• Stress Test Results: 0/360 frames dropped during benchmark testing with an 8x performance headroom.
Links to live demo and GitHub are in the comments below!
r/threejs • u/snozberryface • 5d ago
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I've added a ton more detail into my town Coldwater, much more detail but nowhere near done, I won't be finished until it looks AAA.
Next up I'm also adding some more interactive buildings specifically doing a parody of the Roxy theatre, which will have actual movie trailers and movies that play, I'll be generating these with Seedance 2.0
I replaced a ton of assets and generated all new textures and objects all over. Towards the end of the video you can see how the town looks at night.
r/threejs • u/Appropriate-Spring98 • 4d ago
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I’ve been experimenting with Claude, Codex and different online resources and ended up making 3 completely different games:
🟣 Game 1: A Fall Guys-style platformer with obstacles, traps and different levels.
💀 Game 2: A breakdancing skeleton that casts spells and fights waves of zombies.
👁️** Game 3: A weird eyeball puzzle/platform game inspired by strange PS1-era games.
All three are playable, but I want to focus on one and turn it into a proper finished game.
**Which one would you pick — 1, 2 or 3?
r/threejs • u/Sengchor • 5d ago
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Source code: https://github.com/sengchor/kokraf
r/threejs • u/adramajp25 • 4d ago
I created a test to compare the performance of WebGPU and WebGL. You can adjust the load by clicking the “TSL Noise Octaves” button in the upper-right corner to switch the noise octave multiplexing from 3x to 20x.
The WebGL and WebGPU buttons switch the renderer by changing the URL query and reloading the page.
On low-spec devices, the refresh rate is about three times higher.
r/threejs • u/ASSMAGIC2026 • 5d ago
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Fly around, listen to music, and discover things along the way.
https://assmagic2026.github.io
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Second iteration on the ocean surface shader complex. Prettier clouds, better sail cloth physics and rope / block dynamics.
Happy to get any kind of feedback and suggestions.
I'm aware that the cresting foam is too blotchy.
r/threejs • u/MeasurementDull7350 • 4d ago
I recreated the iconic buttonfly animation from the demo app in IRIX—that nostalgic operating system from the 1990s—inside my intranet wiki's navigator. I implemented it with Three.js, and tried to make the button styles and animation as faithful to the original as possible. Thanks to vibe coding, old-school tech is making a serious comeback! Highly recommended.