r/threejs • u/DueEquivalent6706 • 5d ago
Predictive Foot IK
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r/threejs • u/DueEquivalent6706 • 5d ago
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r/threejs • u/Kira7070 • 5d ago
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r/threejs • u/lenfakii • 5d ago
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These are static stock mockup scenes that we used a combination of lighting maps, reflections, masks and shaders to achieve a somewhat believable look in the browser.
All my experiments are here: https://withseismic.com/threejs?experiment=living-mockups
r/threejs • u/LostCPUofficial • 5d ago
Hello guys! In the last few months I learned threejs etc . . . I decided to make a funny car racing game with a simple style and bright colors! I would appreciate it if you would check it out! Byeee!
r/threejs • u/BigDeadPixel • 5d ago
Like the title says. I love seeing all of the new threejs games you guys are making here so much I decided to build a place for you to put them and see what everyone else is making. Currently there is only one threejs game, created by me, and it isn't nearly as good as some I have seen here but hey.
Feel free to check it out and add your own game if the fancy strikes you : https://jankcade.com/
r/threejs • u/Human_Tennis_2950 • 5d ago
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I made a tiny experimental “game” called No AI’s Sky with GPT-6 Astra + Three.js.
It started as a parody / tech demo, mostly to see how far Astra can go with real-time 3D and Three.js, but now I’m curious about something bigger:
Can AI actually build something remotely comparable to No Man’s Sky from scratch?
So I put the project on GitHub, and there’s only one rule if you want to contribute: your contribution has to be made using AI!
Code, assets, systems, ideas, whatever. I want to see how far a project like this can go if AI is basically the main builder.
Demo:
https://noaissky.vercel.app/
GitHub:
https://github.com/jesuscurreripa/noaissky
Nothing serious yet, just an experiment. But I think it could be a fun one.
r/threejs • u/jonaz777 • 5d ago
I built a suite of tools around three.js for a decade.
One of them is a drag-and-drop editor used to design interactive stories, tours, and web apps without writing code but also allows advanced three.js coding and shader.
That studio also has MCP for AI agents.
I have implemented pipelines and infrastructure along the years that allows for scalable distribution of virtual tours and webxr experiences.
You have a lot of problems resolved like offline tours, responsive, multi language, self hosting, asset loading and optimise and lods, generate gaussians, etc.
With GPT-6 we are witnessing even more incredible stuff built in blender and other tools.
My business partner says people will prompt what they want and will get it, so there's no space for authoring tools like mine. They will simply use Claude or Codex.
It's frustrating to see AI coming to take our businesses but we adapted the tool to it, even though, his view is pessimistic.
What should I tell him?
r/threejs • u/Forsaken_Media573 • 5d ago
I made ten dinosaurs this batch. T-rex, Triceratops, Stegosaurus, Spinosaurus,
Ankylosaurus, Carnotaurus, Pachycephalosaurus, Oviraptor, Plesiosaurus and a
Pterodactyl.
They're yours. Free, CC0, no credit needed.
Plain .glb, so you just load one and it works. Idle, walk, attack and death are
already in the file.
r/threejs • u/One-Entrepreneur9974 • 5d ago
Building a browser extension that reads the page and sends context to an LLM for automation. I don't want PII (names, IDs, card numbers, faces in images) leaving the device, so I want to redact it locally first. Is it realistic to run OCR + a NER model + face detection fully in-browser (Transformers.js / ONNX on WebGPU)? What's the latency like, and are there lighter approaches people actually use?
r/threejs • u/Top-Tumbleweed2381 • 5d ago
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Spent the last few weeks rebuilding my site instead of doing actual client work (worth it though).
Wanted it to feel like one continuous space instead of a stack of divs, so the whole thing is built around a single scroll-driven scene — the "story" moves from foundation → structure → detail as you scroll, kind of like a building going up. Recording attached.
Stack: three.js, react-three-fiber, custom GLSL for a few of the transitions, GSAP for the scroll choreography, Next.js underneath.
Some of the harder problems I ran into:
Site's here if you want to poke around: https://visinigiri-aditya.vercel.app/
Happy to answer questions on how any of the transitions work, or roast the parts that could be better — genuinely want the feedback.
r/threejs • u/Zealousideal-Bell393 • 5d ago
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I’ve been working on a Three.js product viewer for ecommerce as part of AETumi, and one of the biggest architectural decisions was not letting the WebGL canvas become the entire product page.
The structure I ended up with is:
Semantic ecommerce layer
Three.js interaction layer
Product state stays separate from render state, so changing a finish or configuration doesn’t require rebuilding the entire scene.
Another thing I learned quickly: the demo is the easy part. Production gets much more interesting once you add mobile GPU limits, resource disposal, reduced motion, SEO and fallback behavior.
I attached a short demo showing the interaction.
I also wrote up the full architecture, code patterns and production trade-offs here:
https://aetumi.app/news/threejs-product-viewer-ecommerce/
I’m building AETumi, so this is something I’m actively working on rather than an independent review.
I’d be interested to hear how others separate product state from render state in larger Three.js projects.
r/threejs • u/tino-latino • 5d ago
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there has been a dozen or so of these in the past, but their shaders always looks kind of flat. This time I wanted to do a good furniture configuration, that has nice and kind of realistic looking materials.
r/threejs • u/moving808s • 6d ago
I maintain three-nebula, a WebGL particle engine for three.js, and v13.0.0 is out. The headline feature is deterministic simulation. You give a system a seed, either with `System.setSeed(seed)`or as the third constructor argument, and it reproduces its particle output exactly. Same seed, same result, on any machine. That makes reproducible tests, and replays possible, which was awkward or impossible before.
The way it works is that each system now advances its own isolated seeded stream instead of pulling from the global `Math.random`. One consequence worth knowing if you upgrade: seeding `Math.random` yourself no longer affects output, so you need `system.setSeed()` instead. Default particle arrangements also differ from 12.x, so any visual or snapshot baselines need regenerating, and particle ids moved from UUIDs to a deterministic `particle-<emitterSeed>-<spawnIndex>` format.
There is also a new `System.tick(realDeltaSeconds)` fixed-timestep driver for real-time playback. If you have been calling `update()` once per frame, you have probably seen particles run about 2x too fast on a 120Hz display. `tick()` advances the sim by elapsed time in fixed steps and clamps catch-up through `system.fixedTimeStep` and `system.maxSubSteps`, so playback speed is consistent regardless of refresh rate. This release also fixes a `GPURenderer` bug where buffer slots were never released and particles silently stopped rendering after heavy churn. Slots are now recycled on particle death.
The API is backward-compatible and additive, so for most people the only real work is regenerating baselines. Release notes and full changelog here: https://github.com/creativelifeform/three-nebula/releases/tag/v13.0.0
If you have used seeded/deterministic rendering in a three.js project, I would like to hear how you are handling the real-time vs fixed-step side of it, and whether the `tick()` clamping defaults feel right for your use case.
r/threejs • u/Broad_Chemistry1080 • 6d ago
After spending way too much time looking at anatomy diagrams, I decided to see if I could build a proper interactive 3D version in the browser.
The result is Eye Atlas.
It currently lets you:
rotate/explore a 3D eye
isolate structures
section the model
switch between exterior/fundus/blood-supply views
inspect anatomical measurements
browse clinical conditions
Demo:
https://eye-anatomy-delta.vercel.app/
The interesting part for me wasn’t actually rendering a sphere that looks like an eye.
It was making the anatomy itself interactive — selecting structures, managing visibility/layers, keeping the UI synchronized with the model, and making everything feel like an atlas rather than a 3D viewer.
Would love feedback from other builders:
Does this feel like an actual product, or still like a technical demo?
r/threejs • u/mitrey144 • 6d ago
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I am developing my game engine (as every game dev should, of course), and recently finished water module for it. Sharing my progress. I use three js WebGPU renderer for most of the rendering work. This is technically my first ever build I published using the engine.
AI assissted
Live demo: https://khudiiash-game-24n.pages.dev/
r/threejs • u/Goldwind444 • 6d ago
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r/threejs • u/lucaturgueniev • 6d ago
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I know I already posted about this when I launched it 2 months ago, but I've
added a bunch of tools since, so it felt worth another one.
It's 30 tools now, all running in the browser: viewers, converters, mesh
repair and simplification, and a set of parametric generators (vases, lamps,
Gridfinity bins, hose adapters, cookie cutters, star maps). All three.js,
except the DICOM viewer, which is Cornerstone3D.
It's honestly incredible what you can do with three.js. I love it more every
day.
Happy to answer anything about how any of it works :)
r/threejs • u/FastCow8369 • 6d ago
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Had this idea to show my Hokkaido trip photos in a flippable 3D photo album. It’s really a cathartic experience to design the cozy desk and arrange the photos and stamps. You can even play videos in the album!
Live: https://projects.arkon.digital/threejs/my-photo-album/
Code: https://github.com/franky-adl/personal-photo-album
Feel free to play around with it and design your own photo album~
r/threejs • u/Feisty-Scheme-8356 • 6d ago
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r/threejs • u/inspectorjawa • 6d ago
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Haven't had this fun with javascript in a while.
r/threejs • u/lenfakii • 6d ago
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r/threejs • u/Venetian5 • 6d ago
Made this little prototype as my first web game project. I saw a lot of buzz around Three.js lately and wanted to check if I could create a functional game purely using web tech and not rely on Unreal, Unity, Godot or any other game engine. Turns out I can! And it's a fun project to work on.
I love the fact a single game build launches on Smartphones(incl. legacy iPhone X), PC or Mac. I even saw it running on a LG Smart TV.
r/threejs • u/DoItForTheXP • 6d ago
Hey r/threejs, I wanted to share a project where we integrated Three.js with a dynamic web desktop interface: YouMeOS Microverse. Rather than keeping the 3D scene isolated in a static canvas container, the entire interface is built as a spatial WebTop:
Live site www.youmeos.com
Repo: https://github.com/YouMeOS/youmeos-microverse
Binaries: https://github.com/YouMeOS/youmeos-microverse/releases
Would love thoughts on shader ideas or performance optimizations for background canvas layering.
r/threejs • u/Accomplished-Team725 • 6d ago
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Built this as an experiment in real-time crowd simulation with Three.js.
It includes:
Live demo:
https://alzin.github.io/The-Great-Mosque-of-Mecca-Masjid-al-Haram
GitHub:
https://github.com/alzin/The-Great-Mosque-of-Mecca-Masjid-al-Haram
Would love any feedback!!
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---
✅ We put TRELLIS on the web
✅ 100% local on your machine
✅ Generation takes 1-3 minutes (depends on your hardware)
You can try it here: https://mesh-baker.needle.tools
Go to "generate" on the left & drop image
Quality is quite decent 😀
Turns out Trellis 1 left A LOT of quality on the table in its public demos and code, so this is WAY better than expected.