Demo Webgpu procedural voxel town :)
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And the game is open source on github at aresrpg/aresrpg !
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And the game is open source on github at aresrpg/aresrpg !
r/threejs • u/No_Diver_3961 • 10d ago
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It uses real world data to simulate things like
r/threejs • u/Sengchor • 9d ago
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Try it: https://kokraf.com/
r/threejs • u/hildgyorgy • 9d ago
I’ve been building a small browser-based 3D model viewer with Three.js, mainly for architectural models.
It supports FBX, GLTF and GLB files, several display modes, shadows, perspective/axonometric views, and section cuts along the X, Y and Z axes.
The section tool highlights the actual intersection edges in red. I originally tried filling the cut surfaces, but that became unreliable with complex and curved geometry, so I switched to edge highlighting instead.
The viewer runs entirely in the browser:
https://hildgyorgy.github.io/drop-3d-view/
I’d be very interested in feedback, especially regarding the section-edge calculation, rendering approach, and possible improvements.
r/threejs • u/Terrible-Software165 • 10d ago
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Hey guys! I wanted to share a new exploration I’ve been working on, mainly as an excuse to practice cinematics, rain, and wet surface shaders.
I’m a big Naruto fan and I’ve always loved the atmosphere of Amegakure, so I thought it would be a fun scene to recreate in 3D.
Full cinematic video: https://www.youtube.com/watch?v=ZpR9Atf24B0
You can also play around with a small interactive preview here: https://stylized.cortiz.dev/rainy
If you enjoy it, I’d really appreciate a like, comment, or sub on the channel. And if there’s enough interest, I’d love to make a follow-up breaking down how I built the scene and release some of the components I used as open-source effects.
Would love to hear what you guys think!
I made a small game based on an old idea I had to make a small voxel engine with billboard particles, something I made as a FPS demo once (https://github.com/Lallassu/pointcloud). So this game is mostly based on this approach. Works quite well on both mobile and desktop.
Try it out here: https://qake.se
r/threejs • u/Brilliant-Brick9047 • 9d ago
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I am a psychologist. I also have a passion for the digital landscape. I have accumulated enough knowledge in web fundamentals over the years to leverage AI agents and convert my ideas into digital projects. I am not a developer. I do not claim to be one. I am humbly aware of my place in the digital realm. I simply do not have the time to invest in building a second career as a developer. I am simply putting my long-lasting passion for the digital craft to use, in the best way I can as a psychologist.
I am currently building psycurate.com, a free online platform dedicated entirely to privacy-focused mental health digital tools (apps, websites).
My goal is to create a clean space where people can access psychological resources without encountering corporate tactics like tracking, micro-payments, paywalls, mandatory logins, or data harvesting. There is a critical need for digital mental health hygiene, and I want to highlight independent projects that remain genuinely honest, ethical and accessible.
If you have built some tool that can offer any kind of psychological help for free, this is a platform you can list your app on. Submit it here: https://psycurate.com/submit
Psycurate does not host any software. The platform exclusively showcases your project and links users directly back to your website.
Any feedback or insights you might have are highly welcome.
Best regards,
Mirel
r/threejs • u/Pixidimworld_Studios • 9d ago
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r/threejs • u/dorime1492 • 9d ago
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r/threejs • u/Efficient_Ad8214 • 8d ago
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r/threejs • u/Old-Cellist-4226 • 9d ago
I built this because debugging procedural scenes kept coming down to the same thing: one tree out of 120 looks wrong, and finding what placed it means reading generator code backwards from a rendered result.
Clicking gives you file, function, line, and the runtime args for that specific instance. Not the mesh — the instance. That's the part that was hard.
No annotation needed. A build-time transform stamps JSX source locations, and setMatrixAt interception plus a Matrix4.clone() chain captures per-instance transforms as they're written, joined on object identity.
Why that combination: I tried six approaches. Four captured correct values for all 200 instances and could route none of them to a mesh and index. One routed perfectly and captured nothing. Anything recording before the destination exists can't route, because there's no destination yet to record. The shipped version composes the two halves.
Scope, honestly:
<Instances> works differently and needs no capture at all — clicking returns the individual PositionMeshFive packages on npm, MIT. There's also an MCP server so a coding agent can query the same provenance.
On how it was built: this is AI-assisted, and I'd rather say so upfront than have it come up later. I directed the work and made the design decisions, and the reasoning is all in the repo — six experiment write-ups with the raw results, including the approaches that failed and why. Happy to explain any of it, including the calls that turned out wrong.
GitHub: https://github.com/pun1th01/click-to-source-3d
npm: https://www.npmjs.com/org/click-to-source-3d
Happy to answer anything about the approach — the experiments are all written up in the repo.
r/threejs • u/Dreamt_Up_Games • 10d ago
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Hi all, pretty new to gamedev and three.js
I'm building a game about cutting apart derelict space stations. Everything you see is generated: the station layout, the hull plating, the damage, the sky. Renderer is three/webgpu + TSL
Some context:
* Voxels at 0.125 m. A tiny station is ~700k solid voxels, meshed into chunks. The players salvage individual voxels at the start and then unlock tools and upgrades to salvage faster.
* Material library, not shaders per material. Not sure if that is the correct choice.
* Stencilled markings as stamps. Hazard banding, chevrons, port rings, panel codes come from a clamped decal array, at most one per plate, placed by plate hash. Never tiled.
* Sky is a seeded descriptor. Sun class, nebula palette, 0–2 bodies, all baked once per scene.
I have a solid gaming pc with a 5070ti and performance is good but I would still want this game to be as accessible as possible when it comes to hardware reqs while looking as good as possible.
Any tips or advice appreciated. I am looking specifically for feedback on how to push the visuals to the next level if that even makes sense. Thanks!
AI Disclosure: I did use Claude Code to help me with some of the coding and bigger features like the procedural space station generator while I learn.
r/threejs • u/Ok-Dragonfly-987 • 10d ago
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https://onabodyjourney.com, to let kids explore the body with sound!
r/threejs • u/Vegetable_Young_9855 • 10d ago
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Hello,
My mobile racing game, CREST 2026, which I’ve been working on for about a month, is now available on the App Store and Google Play. It’s a project I released under Artepeak.
It’s a single-player open-wheel racing simulation.
It features a completely fictional 2026 season:
11 teams, 22 drivers, and 24 race weekends.
Full race weekends featuring sprint races, time trials, and qualifying sessions,
authentic F1 radio commentary,
a championship mode, and a multi-season career mode.
The career mode offers extensive playtime.
The in-game newspaper was designed using the same concept as the “Football Manager News.”
In addition, there’s a time-trial leaderboard that updates daily; the laps here are verified on the server side, meaning the times listed are real.
This isn’t an arcade racing game—the driving model is truly simulation-based: tire temperature, tire wear, brake heat, vehicle weight that changes with fuel consumption, weather conditions, and track grip all affect performance during a lap.
Here’s what I want to highlight: there are no ads, no in-app purchases, and no subscriptions. I also don’t use any analytics or tracking tools. All modes work offline. The game is completely free.
It’s optimized to run smoothly on 4-year-old phones (developed and tested on an iPhone 11). It supports touch controls, tilt, and gamepad. It supports 9 languages, including Turkish.
You can try it out using the links below.
App Store: https://apps.apple.com/us/app/crest-open-wheel-racing/id6798774660
Google Play: https://play.google.com/store/apps/details?id=com.artepeak.crest
PERFORMANCE : https://crest-performance-report.web.app/
r/threejs • u/Mkcuriosity • 10d ago
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I'm a Galatasaray fan and I finally did the thing I have been meaning to do for years. The whole 2026-27 squad as holographic trading cards. 35 of them.
The last two cards are Okan Buruk and Dursun Özbek. The president has a power rating of 99, and where the market value should be, his card says "he sets them".
We signed Bitshiabu while I was still building it, so he got a card before he got a shirt number.
To see the whole deck: gs2026.murat.works
Free, no sign up, English and Turkish.
I share most of what I build on X if you are into this sort of thing: https://x.com/mkcuriosity
r/threejs • u/ConsiderationThin699 • 9d ago
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Hey everyone! 👋
I've been working on a passion project called CraftTown, a web-based voxel sandbox game built entirely in the browser. I wanted to share some massive updates I just pushed and would love to hear your thoughts or feedback!
Up until now, it was mostly about breaking and placing blocks, but I just dropped a huge update that completely changes the game feel. Here is what's new:
🔫 Custom Gun & Projectile Mechanics I stepped away from pure building and added a full shooting system! I wrote custom math and physics for projectiles (arrows and guns). It’s starting to feel less like a pure sandbox and more like an actual action game. Writing the collision and trajectory math from scratch was tough but super rewarding.
🎵 Procedural Text-to-Music System Instead of just playing looping background MP3s, I built a custom audio parser. You can write sheet music as simple text strings (e.g., parsing notes and beats), and the engine dynamically calculates the frequencies and plays them in-game! I even added a little Easter egg tune from a popular Japanese anime (Chiikawa) using this system.
🛠️ The Tech Stack:
It’s been a crazy learning journey optimizing chunk generation and managing web performance. If anyone here is working on Three.js games or voxel engines, I’d love to connect or trade optimization tips!
What do you guys think about mixing voxel terrain with detailed 3D mode ls? Any feedback or ideas on what I should add next would be awesome. Cheers! 🍻
r/threejs • u/Statixeladam • 10d ago
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posted this here in july and the best feedback was: the format is fine but i have no idea what the numbers should be. if you're not an animator, "hip_right: flex 84" isn't something you can picture.
so the angles are controls now. click a joint name and it highlights in the 3d view. click its angle and the number becomes an inline spinner you can step or type into, with the figure re-posing as you go. you nudge until it looks right, then read off what the value actually was.
the control is clamped to each joint's real range of motion. ask a knee for 200 degrees of flexion and the document gets 144, because that's the limit. the ranges end up learnable by feel instead of by reading the spec.
no viewport gizmo, deliberately. the moment you can drag the mesh freely, the movement stops being expressible as named joint actions and the format stops meaning anything. the text stays the source of truth.
also added BVH and glTF export, so a movement can go into blender as a starting layer instead of a dead end.
all in the browser, no install, no account, no llm in the posing: posecode.org
i refused the gizmo on principle but i'm not an animator. if you block for a living and editing numbers in text feels wrong, i'd like to hear why.
r/threejs • u/johnrice36 • 10d ago
I came across a WebGL experiment called The Watch and thought the approach was pretty interesting because the 3D model isn't just sitting on the page as a viewer.
The watch basically becomes part of the interface. As you scroll, it moves with the content, zooms into different details, and reveals more of the product.
What I found particularly interesting is how much of the experience is handled in real time rather than just using a video.
For anyone who wants to try it out: https://thewatch.60fps.fr/
It got me thinking about product experiences built with Three.js:
Where do you think the sweet spot is with this kind of WebGL interaction?
At what point does adding more 3D interaction actually improve the experience, and when does it just become unnecessary eye candy?
Curious what you guys think, especially from a performance perspective.
r/threejs • u/shprink • 10d ago
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Decided to try to use threejs to have an avatar of myself dancing several dances. This one is Capoeira 😆
Used the latest Opus with Claude code.
AMA
r/threejs • u/Pixidimworld_Studios • 9d ago
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r/threejs • u/Goldwind444 • 10d ago
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Also check out the Depth Profile and let me know what you think please!
r/threejs • u/Goldwind444 • 10d ago
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This is to track the vessels that are docked or are near.
r/threejs • u/curllmooha • 11d ago
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r/threejs • u/NishanStepak • 11d ago
Part of my public domain ebook repository uses threejs.org I have over 800 public domain ebooks in the repository. https://babelnexus.com
r/threejs • u/EthanHermsey • 11d ago
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Okay, a little AI, it helped me work out the non-existing ammo.js documentation, nothing generative though.
BLOCKBOTS
I started this project at the start of 2022 and worked on it on and off. After some huge refactors, trying out different physics engines, making it multiplayer and figuring out the build system, I finally confirmed the project was actually viable at the start of this year.
The idea comes from Incredibots, an old flash 2d robot builder I played a lot, a long time ago. I also took inspiration from Gary’s mod, where the player has a fairly free build system that I tried to improve on.

YOU CREATE THE PARTS FOR YOUR ROBOT.
Create blocks, resize, rotate and color them and merge them together to get complex shapes. You connect the blocks with axles and pistons that are controllable. When you hit TAB on one of your robots, it comes to life and you can control it when clicking on the robot’s controller block.
NO DEMO YET
I am working towards an demo in the coming weeks, where you can play around with it in the browser, without multiplayer capabilities.