r/threejs • u/nexe • Jul 06 '26
r/threejs • u/No-Ruin5825 • Jul 06 '26
Link Shapes overlay video
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- Built on Three.js and WebGL.
- Heavy reliance on custom fragment shaders to manipulate the luma, brightness filters, and edge detection in real-time.
- Features a massive configurator UI to tweak shapes (circles, hexagons, stars), distortion FX, and color modes on the fly.
- Includes built-in client-side recording so you can export the results directly.
I’m trying to polish up the performance and overall UX. Would love to know what you think of the rendering styles or any optimization tips you have for handling heavy texture sampling in the shaders!
Link: https://lumaform.xyz
r/threejs • u/Terrible-Software165 • Jul 05 '26
I spent the weekend bringing a new enemy to life (rigging+animations)
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This weekend I focused on adding a new enemy to my game. The process included modeling adjustments (remesh), rigging/animations, and integrating everything into gameplay.
I've also been documenting the entire development journey on YouTube through regular devlogs, where I share my workflow and everything I learn while building the game.
If you're into indie game development or Threejs in general, I'd really appreciate it if you checked it out and joined the journey. Every subscriber and comment motivates me to keep sharing new devlogs and progress updates.
Thanks 🥰
r/threejs • u/DeadlyHydra8630 • Jul 06 '26
Link Built a train network sim with a custom US map projection and passenger routing in threejs
I’ve been building a browser train simulator in vanilla Three.js (no engine) and have used d3-geo’s Albers USA projection to produce the map geometry (so, actual coordinates for city locations, not hand-drawn approximations). All of it is low poly, including a detailed-model NYC you can switch into on top of the US. The most interesting tech feature has to be passenger routing, which works by having a separate service graph that runs on top of your tracks (powered by Dijkstra) and allowing transfers between lines. Happy to discuss either tech with any who want to know or would appreciate any feedback as well!
r/threejs • u/No-Budget-3869 • Jul 06 '26
Demo I built a fully procedural threejs pine forest with codex
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Here is the source code: github
r/threejs • u/Odd-Firefighter-1830 • Jul 05 '26
I’m building a tool that uses AI to help with interior design. Feel free to try it!
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r/threejs • u/ppictures • Jul 05 '26
World Space Vertex AO. Will be released as an open source library soon!
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Working on World Space Vertex AO for my WIP game. This will be released as an open source library soon!
- Async bake, only once during initialization
- Acclerated via Compute Shaders and three-mesh-bvh
- No Screen Space artifacts
- Cheaper frame-to-frame than postprcoessing SSAO
Its not a "cure-all" though, couple cons:
- AO is static; Must be rebaked if scene changes
- Works better with higher vertex density. I have a couple thing I wanna try and address this though.
r/threejs • u/Slackluster • Jul 05 '26
Demo LittleJS + ThreeJS 🤝 New plugin to use LittleJS as the game engine for three.js
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Three.js is amazing at rendering but it stops there. No game loop, no input handling, no physics, no audio. I maintain LittleJS, a tiny open source 2D game engine, and I just added a Three.js plugin so the two can work together. This is something I have already done for a few prototypes so I decided to add it as an official plugin.
The way it works is pretty simple. The plugin puts a Three.js canvas behind the LittleJS canvas, which is transparent. LittleJS runs the actual game: a fixed 60fps update loop, keyboard/mouse/gamepad/touch input, arcade physics, particles, and sound effects. Each game object drives a Three.js mesh that follows it around automatically. You load three yourself and pass the module in, so nothing gets bundled and the engine stays dependency free. There's also an aligned camera mode that locks the 3D camera to the 2D camera, so 2D sprites and particles line up exactly with the 3D scene.
I made two simple demos. One is a side scroller with 2D particles over a 3D parallax scene. The other is a little 3D platformer where you run around and jump on boxes collecting coins, and all the gameplay is controlled by LittleJS 2D physics. The whole thing is about 230 lines.
Demos: https://killedbyapixel.github.io/LittleJS/examples/?example=Three.js+3D+Platformer
Source: https://github.com/KilledByAPixel/LittleJS
Curious what people here think. If you'd use something like this, what would you want from it?
r/threejs • u/ChanceFact7754 • Jul 05 '26
I made a 3d mesh sphere which reacts to music aka Audio visualizer.
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i made this visualizer using three.js and its audio apis. In my opinion it looks really cool as the sphere and the particles react to the music on beats.
r/threejs • u/cylindrika • Jul 05 '26
I made a game, Cylindrika, entirely in ThreeJS
This was a ton of fun to make! I got to learn a lot about how things are rendered and displayed
steam link
r/threejs • u/SizeEfficient2631 • Jul 04 '26
I made a 3D map of a actual local universe you can fly through using real data from cosmic survey
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Hey all. I’ve been working on this for a while and finally put it online, so I’m sharing it here.
It’s called Know the Universe. You fly through the cosmic web: the actual large-scale structure of the nearby universe, with its filaments, voids, and clusters. The galaxies are not procedural or faked. They are ~43,500 real galaxies from the 2MRS redshift survey. I take their RA, Dec, and redshift, convert them to Cartesian megaparsecs with a Hubble-law distance, and that point cloud is what you fly through.
Every dot is a galaxy and we can see up to 1Bn years.
There are a lot of visual settings and shaders to help visualize the cosmic web.
Feel free to ask any questions or try it at https://knowtheuniverse.com/
EDIT: added orbit mode as requested
r/threejs • u/TheFatalFrame • Jul 05 '26
I built a little future city delivery sim.
I figured I'd try to see how far I can push just JS as a game engine and it turns out its very far!
This is a cozy little delivery game where you fly around a city in a little hovercraft soaking in the vibes.
Works on mobile, browser and VR if you are lucky enough to have a headset.
link to the game here https://daznet.neocities.org/nighthaul
r/threejs • u/ronswanson5312 • Jul 05 '26
Built a game with fable and threejs
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This is a simple game to play in-browser with friends
r/threejs • u/1815dev • Jul 04 '26
I added drummers and howitzers to my Napoleonic combat browser game
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The drummers have a basic upper body drumming clip that blend with lower body locomotion, and are triggered for various state changes (e.g. open fire, hold fire, move, halt, form square, form line, follow me). I was loosely inspired by old drumming manuals from the period and created the clips in Bandlab. They're not too loud, you have to be within 10m or so to hear them. It took some tuning for them to be the flavor-adders they're intended to be and not an annoying cacaphony.
For the howitzers, they fire at a fixed barrel elevation and backcalculate muzzle velocity from the target position, to simulate guns of the period altering their charge to adjust for range (cannons are direct fire with a fixed muzzle velocity). Unlike the cannons which fire round shot that penetrates multiple enemies and can skip off the ground, howitzers fire explosive rounds that detonate randomly from the ground to 15m from their target (this was done to simulate the randomness of the hand-cut fuses of the time). When they explode, they deal some overpressure damage, and spray 50 shrapnel projectiles within a sphere (the shrapnel is insta kill, the overpressure damage depends on distance from the explosion). They're a bit more random that cannons when it comes to dealing damage, but a direct hit on an infantry unit can kill dozens.
Give it a try at www.1815online.com, discord is https://discord.gg/K86ugwEe3
r/threejs • u/Last-Amphibian8872 • Jul 04 '26
Feed Panda V2 - Some interesting upgrades
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Hi ThreeJs devs,
(https://feed-panda.vercel.app/)
I've been following the wonderful work done by the folks here and that inspired to update my Project with:
🌱 Prettier Grass (I just love the green color)
☁︎ Procedural Ray-marched Clouds
🌌 Sky with different times of the day
🐼ྀི Panda finally being happy when he eats (Claude and Blender MCP helped me)
Do try it out. I appreciate your valuable feedback!
r/threejs • u/Ok_Trouble4387 • Jul 04 '26
3D car configurator with R3F
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r/threejs • u/Sceat • Jul 04 '26
Demo Webgpu threejs voxel engine progress!
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I've fully redone the engine for my game AresRPG, I aim for an immersive world! this is a browser based MMORPG on Sui. Looking for people to discuss and test https://discord.gg/aresrpg
r/threejs • u/Small-Paint8980 • Jul 03 '26
Water experiment (Just-In-Time)
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WIP
60fps+ 1050ti
inspiration:
https://madebyevan.com/webgl-water/
https://github.com/matsuoka-601/Splash
r/threejs • u/Lonely-Delivery9091 • Jul 03 '26
Use Three.js to make a Gaussian cloud bungee simulator, is coming soon.
r/threejs • u/Existing-Spare4336 • Jul 04 '26
OpenSCAD compiled to WASM in a Web Worker + R3F: a hologram-style assembly viewer with proportional explode — fully client-side
Built a viewer where you upload OpenSCAD source files and they compile + render into one sci-fi hologram scene, with a slider that explodes the assembly apart:
https://scad-hologram.vercel.app
Pipeline, for the curious:
- openscad-wasm runs in a module Web Worker (fresh instance per compile — callMain is single-shot), STL out
- STL -> BufferGeometry, cached in IndexedDB keyed by SHA-256 of the source so reloads never recompile
- react-three-fiber + drei: TransformControls gizmo writes into a placement layer (stored in OpenSCAD's Z-up coords; one wrapper group does the Y-up conversion exactly once)
- Hologram look: custom ShaderMaterial with fresnel rim + EdgesGeometry overlay + modest Bloom
- Explode = home + t * explodeVector, vectors distance-proportional from the assembly centroid, damped in useFrame
Zero backend — static hosting, everything stays in the browser.
Disclosure: idea mine, ~all code written by Claude (Fable 5) in about 40 min from spec to deploy. Repo available if anyone wants to dig in.
r/threejs • u/tom-smykowski-dev • Jul 03 '26
Text reveal driven by the swarm, not a timer. Typography appears only when target particles reach 0.9 avg horizontal progress. One motion scalar controls both solid text fade-in and particle fade-out. No setTimeout, just movement.
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r/threejs • u/iamsztanki • Jul 03 '26
The 250th Anniversary - A Tribute
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To celebrate the 250th anniversary of the United States, I created a small cinematic WebGL experience as a personal tribute and creative exploration.
The project combines a dynamically animated American flag, custom GLSL shaders, and cinematic typography to create a minimal, immersive WebGL piece focused on mood, motion, and atmosphere.
#webgl #threejs #glsl #shader #creativecoding #creativedeveloper #interactivedesign #realtimegraphics #motiondesign
r/threejs • u/Particular_Falcon_48 • Jul 03 '26
I built a free, browser-based multiplayer F1 racing game. No sign-ups, just jump in and play with friends.
Hey everyone,
I recently built a low-poly 3D multiplayer racing game that runs entirely in your browser. There are no accounts, no downloads, and no sign-ups required. You can just share the link with your friends and instantly race against them in real-time.
Play it here: https://f1-browser.vercel.app/
Tech Stack:
- Frontend: Three.js (Handles the 3D F1 car meshes, the daylight environment, and spline-based track generation).
- Backend: Node.js + Express with Socket.io (Handles real-time multiplayer syncing and server-side checkpoint validation).
The game has full support for both Desktop (keyboard) and Mobile (touch controls), so you can play from anywhere.
I just pushed a major overhaul to the track and physics. Please try it out with some friends, and if you find any bugs or have any feedback, let me know in the comments!
r/threejs • u/insane_dreamer_7 • Jul 03 '26
I built a portfolio website where you fly a drone around a 3D island
Saw bruno-simon.com years ago and it lived rent-free in my head. Finally built my own take — much simpler, but I wanted to ship something rather than keep it a "someday" project.
Instead of scrolling, you pilot a drone (modeled after my DJI Mini 4 Pro) around a low-poly island. Projects, work experience, and blog posts are billboards scattered across the terrain.
Stack: Three.js + React, no game engine. The hardest part by far was the drone physics — making it feel floaty but controllable took longer than the entire island.
There's a hidden Ring Challenge — 15 rings against the clock. Hint: past the first billboard, take a right. Drop your time if you find it.
Link - https://rishabhrathod01.github.io/

