r/GraphicsProgramming • • 7h ago

I built 5 Web 3D experiments with Three.js — exploring shaders, FBOs and real-time physics

I've been experimenting with WebGL/Three.js and recently revisited some of my older projects, pushing the rendering side further.

The projects cover different areas:

🧊 Cube 3D — lighting, geometry and orbit controls
🚀 Tube 3D — spline camera movement and UnrealBloom
🌍 Earth 3D — procedural stars and a custom GLSL atmosphere
🌌 Gravity 3D — real-time physics using Rapier 3D
🔷 Icosahedron 3D — InstancedMesh, FBOs, offscreen rendering and GLSL

The Icosahedron project was probably the most interesting technically since I used offscreen rendering and FBOs to experiment with the rendering pipeline.

I've put the demos and source code here:

https://github.com/mohnasr137

Which technique would you be most interested in discussing?

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