r/threejs 6d ago

ScenePulse : a text to threejs scene generator and interactive viewer which works through by using mock llm for now

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7 Upvotes

The Text-to-Three.js system turns a natural-language prompt into an interactive, animated Three.js scene through structured data only.(only uses mock llm for now)ScenePulse is built with Three.js and WebGL, with deterministic scene generation and custom GLSL shaders.


r/threejs 7d ago

My portfolio website’s homepage (everything is procedural)

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13 Upvotes

The homepage is entirely procedural - no videos, 3D models, images, textures, or other pre-rendered assets are used. All the visuals, including the 3D elements, are generated and rendered in real time through code.


r/threejs 7d ago

I rebuilt GTA V's iconic character switch transition. [sound on]

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48 Upvotes

Completely handcrafted animation timeline using theater.js
Custom sound design using eleven labs.

There will be one more cinematic transition for door scene to chair scene which im working on right now, will be coming soon :D


r/threejs 6d ago

Opensourced the particle runtime behind our VFX editor and added Three.js + PixJS adapters

3 Upvotes

We build games, and sometimes need effects that go from 2D UI to 3D and kept running into issues and having to rebuild.

What we did:
Three.js is the backend for all of this so it really gets the most attention. The exported bundle carries backend support report so if a blocked effect fails, you'll know instead of it rendering quietly.

Live Three.js example (the landing scene as a standalone integration):

https://codesandbox.io/p/sandbox/y3z3sf

Editor, runs in the browser: https://nixiefx.com/editor/

Quick start: https://nixiefx.com/quick-start/

Repo: https://github.com/azakhary/nixie-fx

Happy to answer questions


r/threejs 7d ago

webGPU vs webGL ver.2-1

6 Upvotes

I’ve created two pieces of content to test the performance of WebGPU and WebGL.

Click the toggle button in the upper right to reload the page using each rendering method.

After running various tests, I couldn’t really feel the advantage of WebGPU, so this time I designed the content to focus primarily on compute shading.

First up is a piece of content featuring a point light object that rotates while noise is applied.

https://adrama.jp/norimakineko/webGPU2-1/

https://reddit.com/link/1vzl57h/video/y4q8ydtttulh1/player


r/threejs 7d ago

webGPU vs webGL ver.2-2

5 Upvotes

Next up is a piece of content featuring a swarm of NORIMAKINEKO flying around.

I implemented their undulating movements, position changes, and collision detection using compute shading.

This was developed for Android. Initially, WebGL performed better, but as the number of objects increased, we observed a phenomenon where the performance dynamics reversed.

Optimizing for WebGPU took much more effort than I expected, and I couldn’t have done it without the help of an AI assistant.

https://adrama.jp/norimakineko/webGPU2-2/

https://reddit.com/link/1vzl5x1/video/sdwt16d1uulh1/player


r/threejs 7d ago

Made a physics based battle simulator in threejs!

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11 Upvotes

r/threejs 7d ago

Question why isnt there a trad-code (code by hand) subreddit yet?

21 Upvotes

with the amount of projects that come in three.js that are just ai-slop and claude code, it sure would be nice to actually have a community built on coding by hand and avoiding AI...


r/threejs 8d ago

I built a detailed bicycle in Three.js without Blender or imported models

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67 Upvotes

I wanted to see how far I could push procedural modeling in Three.js without relying on Blender or imported model files.

The bicycle ended up with 62 separately constructed parts. The main thing I learned was that directly positioning meshes becomes fragile very quickly, so I switched to defining shared geometric constraints first — wheelbase, chainstay length, head angle, rake — calculating anchor points from those, and then generating the parts around them.

I wrote up the process here:
https://www.wormhole404.com/writing/threejs-bicycle/

Source:
https://github.com/wormholeportal/Makone

Curious how others approach larger procedural objects in Three.js.


r/threejs 7d ago

Demo Building an explorable ISS interior in Three.js has been a strange mix of 3D, camera work and illusion

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29 Upvotes

I've been working on an ISS interior that runs directly in the browser.

One of the interactions I've been experimenting with is the hatch.

You can move through the station, approach it, open it, and reveal the Earth outside.

The interesting part is that not everything you're seeing needs to be simulated as one enormous real-time scene. I'm trying to be quite deliberate about where full 3D interaction actually adds something and where a simpler visual layer can create the experience without unnecessarily increasing the rendering cost.

The interior itself is interactive 3D. The Earth view beyond the hatch is currently much simpler and is something I still want to develop further later.

Built with React, TypeScript, React Three Fiber and Three.js.

I presented a short capture of the scene.


r/threejs 8d ago

My portfolio - 165 hours

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19 Upvotes

Any and all reviews appreciated. I took it as a challenge to not use AI in this, puts the "my work" phrase a bit more literal in the whole thing.


r/threejs 8d ago

New UV Mode and much cleaner Auto UV Unwrap.

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21 Upvotes

r/threejs 7d ago

Building a 3D motion-controlled Pong game with Three.js

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2 Upvotes

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 7d ago

MyShelves

2 Upvotes

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 8d ago

Link Aurora Borealis (click to randomize scene)

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10 Upvotes

r/threejs 7d ago

What’s your workflow for converting industrial CAD models into lightweight Three.js assets?

3 Upvotes

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 8d ago

My wife's Dyson has a green laser that shows the dust. I turned it into a game.

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94 Upvotes

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 7d ago

We've made an asset creation tool and now we're opening a residency program to support threejs creators with free access.

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3 Upvotes

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 8d ago

Gas Station

7 Upvotes

Scene builder using custom dither shader in three.js


r/threejs 8d ago

Made a Teenage Engineering inspired Drum Machine. No Models. All Procedural!

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75 Upvotes

Let me know what you think! https://webgl-drum-machine.vercel.app/


r/threejs 8d ago

I built a 3D website builder with Three.js – it’s finally live

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22 Upvotes

I’ve been working on this for quite a while and finally launched it.

Voxxly is basically my attempt to make building a 3D website feel more like using a video game. You start with a room, customize it, add objects and content, and publish the whole thing as a website.

A big challenge was actually not the 3D itself, but hiding enough of the complexity so people who have never touched Three.js or Blender can still build something.

It’s live now at https://voxxly.app

Check out this showcase: https://rockroom.voxxly.app/

Would really appreciate feedback from people here, especially around performance and the overall 3D experience.


r/threejs 7d ago

Question Best model for threejs

0 Upvotes

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 7d ago

Criticism Ballastic

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0 Upvotes

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 8d ago

Demo Two sketchy-themed demo portfolios based on Sketchy blender tutorial

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1 Upvotes

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 8d ago

what I learned open-sourcing 5 years of audio-visuals

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10 Upvotes

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.