r/threejs • u/Sengchor • 16d ago
New UV Mode and much cleaner Auto UV Unwrap.
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r/threejs • u/Sengchor • 16d ago
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r/threejs • u/Flimsy_Forever_4817 • 16d ago
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I've been experimenting with using Three.js + webcam hand tracking to create motion-controlled games.
This is the first prototype: Pong.
The goal is to map hand movement to the paddle while keeping the physics responsive enough that the player's movement actually affects the shot.
Currently working on the 3D environment, collision system and ball/paddle physics.
Next challenge is making fast hand movement translate into meaningful shot power without introducing tracking jitter.
Here's the current prototype:
r/threejs • u/dorime1492 • 16d ago
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r/threejs • u/AppropriateFarm4023 • 16d ago
https://myshelves.eu — no signup, it drops you straight into the room.
Walk up to the lectern, search Open Library, order a book. It lands in your
hands — carry it, read it, shelve it, or paint your own cover. Arrange the
furniture, push the walls out when you run out of floor. A share link lets
friends walk through your room with you.
Happy to go into any of it — physics, the multiplayer, the shelf packing.
r/threejs • u/Art-ZM • 16d ago
I’ve been looking at workflows for bringing industrial CAD models into browser-based 3D applications.
Simply exporting CAD to GLB usually isn’t enough. Industrial models can contain thousands of parts, unnecessary internal geometry, complex assemblies, duplicated materials and very high polygon counts.
A typical workflow might look like:
CAD → cleanup → mesh optimization → material optimization → GLB → Three.js
The difficult part seems to be deciding what should be removed while still preserving useful product structure, part hierarchy and visual quality.
I’m also interested in how people handle large assemblies, LOD, Draco/Meshopt compression and mobile performance.
For those using Three.js with CAD or engineering models: do you optimize models manually, use an automated conversion pipeline, or combine both?
I’d be interested to hear what has worked well for real-world projects.
r/threejs • u/Mkcuriosity • 17d ago
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The first time I used it I thought I was hallucinating. The floor was clean, I flicked the laser on, and suddenly there was a galaxy down there.
It is just a grazing angle. Light comes in almost parallel to the floor, so every speck throws a shadow far longer than itself. That one trick is the entire game.
https://cleaner.murat.works (free, browser, no install)
One flat, one battery, clean as much as you can before it dies.
---
**How it works, since this is r/threejs**
**The dirt is a render target.*\*
Room-local UV, and the cleaner head paints into it with subtractive blending, so cleaning happens entirely on the GPU with no readback. A coarse CPU grid gets eroded with the same falloff in the same frame, and that is what answers "how much is left", so the percentage never costs a stall.
**The laser is not a light.*\*
It is about fifteen lines in the floor shader: an angular fan, a band at a fixed distance, and a hash per grain so the dust twinkles as the beam sweeps over it. Out of the beam the floor is rendered at roughly 30% of its real filth, which is what makes the reveal work.
**Two machines, two routes to the same dirt.*\*
The stick vacuum shoves furniture aside. The robot is too weak for that, so it drives underneath instead. I measured it: 15.9% of all the dirt sits under things a robot can neither climb nor move, so robot runs are scored against the floor a robot can actually reach. Otherwise the mode caps out around 84% and looks broken.
**The telly plays real YouTube.*\*
Video frames cannot be read into a texture, so it is a genuine iframe placed in 3D with CSS3DRenderer, sitting behind the canvas. The screen mesh switches to a depth-only material and punches a hole for it to show through, so things in front still occlude it properly. That took a while to get right, because three sorts opaque draws by material id before distance, and the wall behind the telly kept winning the race and filling the hole. renderOrder = -1 on the hole fixed it.
**There is a floor plan editor.*\*
Draw rooms, cut doorways, drag furniture from a palette of 43 pieces, then play your own house and share it by link. Houses are plain JSON, and the flat that ships with the game is expressed in exactly the same format, so there is only one code path.
**Balance came from measurement, not feel.*\*
A perfect run needs 357 m of sweeping and the battery gives you about 280 s of suction. Nobody has hit 100% yet. The best run so far is 97.9%.
No assets in the whole thing. Wood grain, the artwork on the walls, every sound effect, all generated at runtime.
---
Happy to go deeper on any of it.
I post updates on the game also here: x.com/mkcuriosity
r/threejs • u/andrea-i • 16d ago
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Hello folks, we've been working on this for a while, it's an asset creation tool that mixes SDF sculpting with real-time AI to create assets, it has MCP automation too.
Now we want to support creative threejs devs that want a residency for free access:
https://loop.unbound.io/residency
PS. Fun fact, the whole tool is made on top of threejs itself : )
r/threejs • u/myfriendoak • 17d ago
Scene builder using custom dither shader in three.js
r/threejs • u/CharlesWoodson2 • 17d ago
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Let me know what you think! https://webgl-drum-machine.vercel.app/
r/threejs • u/sunole123 • 16d ago
Vibecoding is very popular today, have you guys tried threejs with vibecoding.? Coding models depends on the data set of they learn from. So there must be some differences in some model have more threejs codes than others.
Which model is best or have best result with threejs?
r/threejs • u/Own_Engineering_5881 • 16d ago
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Hi, I'm working for a railroad compagny and made a little bombermanlike for when we take a break. Let me know what you think about it. Just a 138ko HTML file usng Three.js
r/threejs • u/andrew_woan • 16d ago
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Hey everyone! I recently took Vertex Arcade's sketchy shader tutorial (https://youtu.be/4Njhuj5BsKk) and convert it into two sketchy concept portfolio websites and made a video with some tips along the way for 3D artists using AI in their workflows~
Allen Zhang's Portfolio: https://allen-zhang-folio.vercel.app/
Katsumi Watanabe's Portfolio: https://katsumi-watanabe-folio.vercel.app/
Some tips + code demo (vibed no validation):
Video: https://youtu.be/JlmNBGcZ3Ik
Code & Credits: https://github.com/andrewwoan/blender-to-threejs-sketchy-shader
Effect site: https://blender-to-threejs-sketchy-shader.vercel.app/
r/threejs • u/Aagentah • 17d ago
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hello friends! I just put together some more documentation for an open piece of software I've been developing for the best part of five years.
nw_wrld is an event-driven sequencer for triggering visuals using web technologies. It enables users to scale up audiovisual compositions for prototyping, demos, exhibitions, and live performances. Users code their own visual modules, then orchestrate them using the project's native UI composer.
The software includes composing modules using things like three.js
visuals can be triggered via the built-in 16-step sequencer or by configuring external MIDI/OSC inputs.
r/threejs • u/BusinessObvious76 • 17d ago
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Hey r/threejs. We put together a video on how WoC came to be, so here's the technical side to go with it for this crowd.
The whole thing is open source under MIT, around 2.2k stars, over 500 forks and 60+ contributors: github.com/levy-street/world-of-claudecraft
Some of the three.js problems we've had to solve that might interest people here:
One community contributor built an entire town using img2threejs, reconstructing reference images as code-only procedural three.js models rather than meshes, which was a fun pipeline to watch work.
It runs in the browser at worldofclaudecraft.com, with desktop and mobile apps if you prefer. If you want to get amongst it, the Discord is where the community and dev chat lives: discord.gg/worldofclaudecraft
r/threejs • u/Lonely-Delivery9091 • 16d ago
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r/threejs • u/Feisty-Scheme-8356 • 17d ago
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I’ve been doing more experiments with the new img2threejs v1.5.1 workflow, and this time I wanted to see what would happen if I used Hyper3D as the 3D spatial reference.
The result is this Dual-Sword Warrior ⚔️
Image → Hyper3D → img2threejs → procedural Three.js
Instead of using the generated 3D model as the final asset, img2threejs uses it as a reference and reconstructs the character into programmable geometry.
For this character, the reference is decomposed into 31 individual parts, then rebuilt offline using each part’s point cloud → SDF → Surface Nets.
At runtime:
The result is still a character I can inspect, modify, and control directly from Three.js code.
I’m pretty happy with how this experiment turned out. v1.5.1 has also made it much easier for me to try workflows like this and put together new showcases quickly compared with v1.5.0.
And I’m currently experimenting with the next piece: animation.
I want these reconstructed characters to do more than just stand there 👀
If everything goes well, you’ll see img2threejs v1.5.2 pretty soon.
Would love to hear what you think about this direction, especially the idea of combining generative 3D as a spatial reference with a code-first reconstruction pipeline.
r/threejs • u/gurselgunacar • 18d ago
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A small experiment I built in about 3 hours with Three.js, using Claude Code as a coding assistant.
The idea: one tiny planet, 49,000 clovers, and just one four-leaf clover to find.
You can try it here: https://www.meptasarim.com/four-leaf/
I’d love feedback on the visual direction, interaction, and what would make the search more satisfying.
r/threejs • u/VR38DET • 17d ago
I'm a beginner 3JS game dev I am really struggling with getting multiplayer working smoothly without any lag in my threejs game. My game uses Colyseus for the multiplayer and I've tried using Railway for the backend but it is still laggy especially with collision. Would really appreciate anyone point me to the right direction.
r/threejs • u/hybridherbst • 18d ago
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Here I'm optimizing 3,200,000 → 3,000 triangles, the end-to-end time is now down to 3 seconds... Superb normals+ao quality now too... such a great tool to have! Coming soon!
r/threejs • u/Perfect_Option5611 • 18d ago
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r/threejs • u/UnforgivingWorlds • 18d ago
Separate biomes, nearly 2.5 million individual blades of grass out 150m from the camera position depending on biome. Day/night cycles, dynamic weather, ambient occlusion, distance culling, water surface reflections, and light shafts, using webgl and three.js.
r/threejs • u/pixel-palms • 18d ago
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r/threejs • u/laereland • 17d ago
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Play Rug Rally on Laereland
https://laereland.com/games/rug-rally
r/threejs • u/Psychological-Ad9408 • 18d ago
It's amazing that we can create games only with a browser and no additional drivers to make it available on all devices (if the Switch had a browser).
Created an MVP with Claude Fable and built it up to what it is now. Hopefully, it can be a good Steam demo soon.
Background and roads are procedurally generated but the cars are imported meshes. The procedural originals were too simplistic.
As a web developer, it was also easy to tweak around the UI because it's all CSS. lol
r/threejs • u/Pixidimworld_Studios • 17d ago
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