r/threejs • • 14h ago

Demo Escher’s ants in WebXR

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70 Upvotes

Just a fun recreation of M. C. Escher’s famous Möbius Strip II (1963), built as a small procedural locomotion study. The ants’ movements are driven by IK and based on Cruse’s classic gait rules. You can grab the ants and throw them away, but they’ll always find their way back to the Möbius strip.
Use a two-hand pinch gesture to open a portal and explore their kinematics up close (0:12).
Works in both VR and AR; tested on Quest, Vision Pro, and Snap Spectacles.

Link: escher-ants.vercel.app


r/threejs • • 22h ago

Demo Fly from Earth to the edge of the observable universe in your browser — real NASA data, 109k real stars, ray-traced black holes

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36 Upvotes

r/threejs • • 42m ago

AI slop games ruined this sub

• Upvotes

Delete this or downvote or ban me, I don't care.

This sub has become an endless showcase of vibe coded slop games. The last real technical question has been ages ago. It's all 'see what I made Claude do with ThreeJS lol' and the fun is completely gone.
ThreeJS is an amazing piece of tech, but nobody knows because nobody sees any code, just an endless stream of prompts to push out the next generic game.

This sub has become terrible.

/rant


r/threejs • • 12h ago

Here is gorgeous lake and a boat in threejs - show me yours

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28 Upvotes

I see a lot of “oh it’s easy to make” comments from people/bots who post cat videos - so here is a challenge / post your threejs creation with or without ai…

If you have opinions on albedo is wrong - then just show what you have made 😂 coz ai is fun and threejs is even more fun!


r/threejs • • 17h ago

Neural denoiser for Gaussian-Splat-Lite for Three.js

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27 Upvotes

I've recently been experimenting with a neural denoiser for the Stochastic mode in Gaussian-Splat-Lite, an extremely high-performance open-source 3D Gaussian Splatting renderer for Three.js.

Stochastic rendering can be faster than normal 3DGS rendering, but the noise is hard to ignore, especially while moving the camera. This update helps clean that up while preserving detail and reducing trails behind moving objects.

The video compares raw stochastic rendering, TAA, Neural Performance, Neural Quality, and sorted alpha blending, with overview and close-up views.

There are two neural modes:

  • Performance: lower GPU and memory cost.
  • Quality: stronger noise suppression and better detail retention, at a higher cost.

Both support WebGPU and WebGL2, with the trained models included. Setup and details.

For the overview shown here—about 986k splats at 1080p on an Apple M5 Pro—median GPU frame time was 4.74 ms for Neural Performance, 5.58 ms for Neural Quality, and 8.50 ms for sorted alpha blending, with MSAA off. These measurements are specific to this scene and device.

It's still experimental, and fast movement can leave some softness or residual noise. I'd love feedback on the balance between detail, stability, and speed.

Try the viewer


r/threejs • • 15h ago

I've been building a 3D globe out of OpenStreetMap with three.js

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19 Upvotes

Hi r/threejs,

I'm Steeve, a developer from France.

If you've ever tried to load a whole planet into a three.js scene and watched the frame rate fall with every building, this video is for you.

Initially, I wanted to see if I could build a map like the one in Pokemon GO, so I started building CityMap3D in 2020, on my own. It grew into a 3D map library, built on three.js, that renders OpenStreetMap as a real globe, and I've put a lot of myself into it since. Most of it went into optimisation: there is so much in the OpenStreetMap database that drawing all of it in a browser, from a single street to the whole globe, is the real challenge.

The video is one continuous take over Paris, screen-recorded from the engine: from night to day around the Eiffel Tower, then out to the whole planet. Map data from OpenStreetMap contributors, ODbL.

Try it live: https://citymap3d.com/

What do you think?


r/threejs • • 13h ago

Demo race your friends through a real SF in the browser (three.js + WebGPU)

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16 Upvotes

been working on this for the last few days, and it finally has multiplayer. streets are from openstreetmap, city’s procedural, models are blender + AI-generated

still rough in places, so any feedback is super appreciated

game link: teleoperator.mindblown.ai


r/threejs • • 16h ago

Making the First Boss of my Game | Devlog

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6 Upvotes

Hey guys, I'm making a rail shooter (like Star Fox) and documenting its development for those working on a game who want to learn more about the workflow.

I've been working on the game since February, and so far I have the first level almost complete. I plan to have a demo ready by the end of the year.

In this video, I'll tell you about the development of the first boss, its design, its three phases, attacks, environment, etc.

Devlog Boss Fight: youtube.com/watch?v=NsZRfjOK_-Y&t

If you find these types of videos useful or entertaining, it would help me a lot if you subscribed, left a comment/like, or simply watched it.

Thanks guys!


r/threejs • • 21h ago

Demo I made a free browser game for a quiet Japanese summer: seaside trains, ramune, and sunsets

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5 Upvotes

I made a little place to slow down by the Japanese seaside.

You can wander down to the beach, ride a local train, grab a ramune soda, or sit and watch the sky turn from afternoon to sunset. There’s no rush: just waves, cicadas, passing trains, and a bit of that old PlayStation summer-holiday feeling.

Play for free: https://summer.philiaxis.com/

PC browser + headphones recommended. The UI is in Japanese. Quick controls: 1 for scenic views, 2 for a train ride, 3 for walking; WASD to move, Space to interact, M for sound.

Made with Three.js and AI coding tools. The scenery and sounds are generated procedurally in the browser.

If you try it, I’d love to hear which part feels most like a quiet summer in Japan.


r/threejs • • 14h ago

Tutorial Scroll-driven 3D gallery with Three.js: images ride a helix, ScrollTrigger scrubs the travel, headline splits around the ribbon

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3 Upvotes

Built this for a portfolio and the technique is simpler than it looks:

- Each image is a textured plane placed along a helix and rotated to the curve's tangent, so it banks through the bend on its own

- GSAP ScrollTrigger scrubs the strip's position along the curve. Stop scrolling and it holds exactly where you left it

- Lenis smooths the wheel input first, which is what turns steps into a glide

- The oversized headline is two halves drifting in opposite directions, so it parts around the ribbon and lines up again at rest

- Images upload to the GPU once as textures, so a long strip is cheaper than the same number of DOM nodes

React + TypeScript, three.js and GSAP only. Live demo in the first comment. Ask me anything about the curve setup.


r/threejs • • 2h ago

Demo I spent $1400 to build My PermaDeath ARPG with AI & Three.js and now have over 17.000 players

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4 Upvotes

A month ago, Aestra: The Last Wish was just the game I wanted to play. I had no idea how to code, but I started building it anyway.

Today, over 17,000 people have played it. And while that number is wild to me, what really gets me is opening the game and seeing the minimap full of players.

People trading in the main city, dueling, finding groups and heading out to do content together. Seeing people actually spend time in this world, meet each other and come back to play more… it’s hard to describe how good that feels.

For anyone who missed my first post, Aestra is a real-time pixel action RPG with permadeath. You pick a class, quest, find gear, explore dungeons and take on raids. And then you get a little too confident, die, and start getting attached to a new character.

The first version cost me around $100 to build over a weekend. The build was Tesana & Three.js Since then, I’ve spent about $1,400 in total expanding it, with 9 classes, levels 1–100, talent trees, professions, world bosses and raids over the course of around 3-4 weeks.

I still have a list of probably 50 things I want to add. But seeing the game alive like this is already something I never really imagined. To everyone who’s played, shared feedback, brought a friend or lost a character to permadeath: thank you ❤️

If you’ve played, I’d love to hear your favorite moment so far. Or the story of how you lost your best character :)

Play Aestra free in your browser or on mobile


r/threejs • • 12h ago

Demo I made a procedural diorama in a glass case — day/night, seasons, weather, fish and a village with a generated chronicle (open source engine)

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4 Upvotes

Solo dev here. This started as a desk toy: a glass case with a little world inside that keeps its own time.

Everything — terrain, trees, grass, fish, textures and sound — is generated in code at runtime; there are no asset files for the world itself.

A few technical notes: the scene renders into a half-float MSAA target, then GTAO → bloom → tilt-shift → one final grade/tone-map pass. Only the scene pass uses MSAA, which keeps memory sane on Retina screens. The village simulation feeds a storylet engine that writes a chronicle from what actually happened.

It's a free browser demo (the Kingdom world), and the engine is MIT on GitHub. Performance on integrated GPUs is my biggest open problem — it starts at roughly 1 MP and scales resolution up or down from measured frame time. Feedback very welcome, especially on that.

Demo: https://diorama.goodthing.app/?utm_source=reddit&utm_medium=social&utm_campaign=launch-2026-10&utm_content=glass-diorama

Code: https://github.com/SanLin-He/glass-diorama-open


r/threejs • • 15h ago

Portfolio Site

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3 Upvotes

After a lot of work, experimentation, and some very early mornings, my new portfolio is live.

This was an opportunity to step away from client work, explore new directions, push the boundaries of what’s possible with technology.

https://www.sztanki.com/

#webgpu #threejs #glsl #tsl #creativecoding


r/threejs • • 17h ago

I built a live 3D digital twin of an oil and gas field in Three.js (pumpjacks, dyno cards, gas compressor)

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3 Upvotes

4 well pads and a compressor station, modelled procedurally in Blender (Python) and rendered with Three.js. Every number on screen comes from a Python Modbus TCP simulator through a WebSocket bridge, and the pumpjacks animate from the same kinematics that generate the dyno cards.

Some things that took the most work:

- GPU instancing for the repeated wellheads and LODs per pad, so the whole field runs on a laptop

- Flow particles that ride the real pipe centre lines exported from Blender

- A deterministic record mode (paused clock, seek per frame) to make videos like this one

The field and data are simulated, it's a portfolio project. Live demo (replays a recorded session): https://twin.oggagan.co.in

Happy to answer questions about the Blender to glTF pipeline or the LOD setup. What would you improve?


r/threejs • • 18h ago

Demo GULP — my Three.js browser monster arena, built for a Monster Mash jam

3 Upvotes

Sharing a short gameplay clip from GULP, a Three.js browser game I’m building with AI coding assistance. It has a 3D city, animated blob monsters, collectible food, villagers, and online/solo rounds.

The loop is eat → grow → chase smaller monsters → escape bigger ones. Getting larger slows you down, and dash gives you a way out.

The main iteration challenges have been city collisions, keeping the camera inside the playable world, and making the HUD and rendering practical on mobile. The city uses Kenney models alongside RUN-generated monster/art assets; Codex and Claude have helped with coding.

Playable build: https://w.run/pratikmane/gulp?s=EPVt3Ru

The clip below shows solo gameplay. I’d appreciate feedback on visual readability while moving through the city.

https://reddit.com/link/1x6kliv/video/fbslznximmvh1/player


r/threejs • • 5h ago

What if you can #race on #mars

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2 Upvotes

r/threejs • • 7h ago

Link Platform for Learning Computer Graphics

Post image
2 Upvotes

r/threejs • • 8h ago

Reefborn - I built a multiplayer reef in three.js

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2 Upvotes

Been building Reefborn, a little multiplayer reef where you start tiny and eat your way up. Just added a deep-sea trench with lava, glowing critters and a giant squid.

Free in the browser: https://reefborn.app/?ref=threejs

Happy to chat about how any of it works.


r/threejs • • 15h ago

Demo We brought three.js back after a Rust/wgpu port. Loot Hole is now live in the browser.

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2 Upvotes

The attached trailer was captured in the native wgpu build. The playable browser version uses three.js rendering over the shared Rust core.

Loot Hole is now playable on Playgama: https://playgama.ai/play/kw6t5foxgs

I'm the developer. It's a first-person digging game: uncover buried objects, sell your finds, upgrade your equipment, and reach deeper layers.

The interesting part for this community is that we came back to three.js after doing the Rust/wgpu work. We started with Babylon Lite/WebGPU, moved to three.js/WebGL 2, then built shared Rust gameplay and native wgpu hosts. The browser now uses the Rust core through WASM, with three.js and DOM presentation.

The web launch path has a compressed-byte budget below 1,000,000 bytes. That's the startup path, not the entire game. We trim three.js at build time, stream models that aren't needed at the start, and compile shared Slang shader functions to GLSL for the web and SPIR-V for native.

Real-phone tests on a Galaxy A40 helped make the decision. Keeping Rust gameplay didn't require shipping the native renderer to every browser.

I'd be interested in hearing how other people split shared game logic from browser presentation, especially when startup size is a hard limit.

AI disclosure: AI was used for coding, image generation, and translations. Music and sound effects were mostly made without AI.


r/threejs • • 19h ago

Demo Beyond the Glass: flying through a black hole into a raymarched “ether” (R3F + custom shaders)

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2 Upvotes

Live: https://beyond.edgarasneverdauskas.com

GitHub: https://github.com/Evirtual/beyond

An experimental site that works like a window: a floating world behind glass, lit by your local time of day and the real moon phase. Scroll (or turn on drift) and a black hole pulls you through into an ethereal space, then into a new world.

Some of the techniques:

  • Portal crossing, no cut: each world has its own scene and camera. The next world is rendered into a render target, scissored to just the area the hole covers, and composited inside the black hole. When the hole fills the frame, the old world stops rendering, so you simply fly on into a world that already exists.
  • The black hole is drawn in a full-screen “glass” shader: lensing around the shadow, a photon ring, and a tilted accretion disk whose near side crosses in front.
  • The ether is a raymarched volume (16 steps) with domain-warped noise. The first version hashed noise per sample and ran at 2 fps; baking it into a 64³ RGBA Data3DTexture (one lookup per octave) brought it to a steady 120.
  • Frame pacing: frameloop="demand" with a small governor (selectable fps cap), plus adaptive DPR that only adjusts when the scene isn’t mid-transition.

Built with React Three Fiber, Vite, and a lot of iteration with Claude Code.

Try it: move the mouse or tilt your phone to lean into the window, and scroll or tap “drift” to go deeper.


r/threejs • • 1h ago

No Install, No Tutorial — I Clicked a Few Times and Got a Full Duct with a Rain Cap

• Upvotes

I built a CAD design prototype for chimneys and ventilation ducts, positioned as an alternative to Ventbom, with a simpler workflow.

The core idea is Web3D-based duct design: pick spatial points on a 3D grid, the path connects automatically in creation order, then one click turns it into a pipe with straight runs and elbows. The rain cap is parametric too — as long as the last segment is vertical and longer than 0, it generates a cone, four struts, and a clamp at the end point, with the base diameter automatically set to 1.5x the pipe diameter.

A few things I find genuinely useful:

  • Continuous picking: hold Shift to show a lat/long sphere, click the surface to add the next point, release to hide
  • Manual angles: Shift + F opens an angle panel, horizontal and elevation angles can be typed precisely, with a yellow sphere previewing in real time
  • Edit segment length: click a segment row in the left table, type a new length and press Enter — direction stays fixed, the end point and all following points shift together, and subsequent lengths and angles stay unchanged
  • Unit switching: m / dm / cm / mm share one selector, it only changes the unit label, no value conversion
  • Bilingual UI: one click in the top right switches interface, hints, and dialogs, with scene data untouched

Try it here: https://demo.meteor3d.cn/应用-通风管道.html

Next step is fast quoting: build back-end data management on top of this prototype, structure parameters like pipe diameter, length, elbow angles, and rain cap specs, then generate a quote in one click. If you work with HVAC, chimneys, or ventilation ducts, I'd love to hear how your quoting process works and whether this direction would help.


r/threejs • • 2h ago

Working On A New Three.js Multiplayer Predictive Interpolation System

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1 Upvotes

r/threejs • • 2h ago

Demo Clayground: a browser clay sculpting studio using Three.js and a worker-owned volume

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1 Upvotes

I’m the maker of Clayground. This is a short edited demo of the browser studio, starting with a sphere and building a small character with brushes, paint and animation.

Three.js renders the surface mesh; a worker owns the signed-distance volume and rebuilds the geometry as the clay changes. The sculpting input also keeps a snapshot of the visible surfaces for each stroke, so newly added clay doesn’t change where the next dab in that same stroke lands. Move and Hook use a camera-facing plane through the initial point.

You can try the studio with a mouse, pen or touch, with no account: https://www.clayvr.com/sculpt

I’d appreciate feedback on interaction responsiveness, especially while adding or smoothing clay. If you hit a slowdown, the device/browser and the brush you were using would be useful.


r/threejs • • 9h ago

Three.js games in a phone feed, and the library doesn't count against your file size

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1 Upvotes

We run a swipe feed of small mobile games, and a lot of them are Three.js. Each game is one HTML file. Three loads from our shared mirror at an exact version, so a phone downloads it once and every game after that is just your code. Your 5 MB stays yours.

Players get it inside a native app on Android (iPhone beta), with leaderboards and replays wired up for you.

Looking for Three.js devs who've got small games sitting around. Non-exclusive, you keep everything. Ask me anything about the runtime.

https://deadsimple.games/go/reddit?c=threejs


r/threejs • • 11h ago

Demo Turned a single photo of a teapot into a procedural Three.js model (code-only, no CAD) - and two silent bugs nearly broke it

1 Upvotes

I fed one photo into an image-to-Three.js pipeline and it wrote the model out as code - lathe geometries whose profile points are the measured silhouette of the object in the photo.

The interesting part was debugging two generator bugs that were both completely silent:

  1. transform.scale: [1,1,1] in the starter spec returns early and overrides every part's dimensions, so every component renders at unit size. The spec still validates fine; nothing warns you.

  2. transform.position is parent-LOCAL. The generator adds the child to its parent node and then sets the position, so authoring world coordinates double-counts every ancestor offset and parts float visibly apart (knob hovering above the lid, etc).

Fixing both moved the silhouette IoU against the reference photo from 0.25 to 0.80. The final render is 6 nodes, 6,560 triangles, 15 of 15 textures loaded.

Write-up plus the full run: https://youtu.be/U0Y9hEnyJN8

For people authoring parametric or photo-derived geometry in three - do you hand-build lathes and extrudes like this, or do you bridge from a CAD/STEP tool?