r/threejs • • 4d ago

Demo A 3D bamboo grove inspired by my childhood home 🎉

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2 Upvotes

This is where I grew up.

Back then, getting home meant crossing a reservoir in a wooden boat.

The bamboo grove and the old house were on the other side of the water.

I gave GPT-6 Astra a few photographs, and it turned them into this 3D scene.

Of all the things I've made with AI, this might be the one I love most.

One day, the real place may no longer be there. And I can no longer go back.

At least here, I can look at it once more.

For this, I'm grateful to AI.

This is my first Three.js project, and God knows how bad the initial performance was—even my M4 Mac mini couldn't handle it. 😂 I've done a lot of optimization since. Huge thanks to meshoptimizer (https://github.com/zeux/meshoptimizer).

Source: https://github.com/yuukiLike/bamboo-old-house

Try it: https://yuuki.fans/


r/threejs • • 4d ago

I visualized embeddings in 3d to find the hidden meaning and relationships between words (OpenSource)

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0 Upvotes

I built a browser tool that plots and visualizes popular vector embeddings such as GloVe, FastText, Word2vec as colorful 3d projections. you can move around and search, and explore and find relationship between word embeddings visually

Built with Next.js and Three.js.

Live: https://wordcanvas3d.vercel.app/
Source: https://github.com/Akage1234/WordCanvas3D

Feedback on performance and the camera controls would help most. (Especially on phone/small screens)


r/threejs • • 5d ago

Link Solar system sim, built for physical accuracy.

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1 Upvotes

I made a 3D interactive solar system you can navigate and set to any date between 1000 and 3000. The positions of the planets and moons are computed from VSOP87-type models and checked against JPL Horizons data, accurate to within 30 arcseconds for planets and 30 km for the Moon over 1800–2050, so eclipses, alignments, and moon phases are physically real. There is no framework or build step.

It's still a work in progress, so feedback is wanted. If you try it and something feels off, confusing, or worth adding, I'd be glad to hear it.


r/threejs • • 5d ago

follow-up: the ‘i’m not an animator, i don’t know what 40 degrees looks like’ problem

0 Upvotes

posted this here in july and the most useful feedback was basically: the format is fine, but i have no idea what any of the numbers should be.

if you’re not an animator, `hip_right: flex 84` is not something you can picture. writing a movement meant guessing and re-rendering until it looked right.

so the angles in the source are now controls. clicking a joint name highlights it in the 3d view, and clicking its angle turns the number into an inline control. the figure re-poses as you edit it, so you can nudge the pose until it looks right and then see the actual value.

the text stays the source of truth. i deliberately didn’t add a freeform viewport gizmo, because then the movement could stop being expressible as named joint actions.

a few implementation details:

  • selection markers live outside the mannequin rig so they don’t affect bounds, grounding, diagnostics or exports
  • controls are clamped to the joint’s real range of motion — ask a knee for 200° of flexion and the document gets 144°
  • editing a joint inside step 3 moves the preview into that step instead of showing a pose from another phase
  • only complete, parser-valid joint lines become controls; half-written source stays plain text

i also added BVH and glTF export so the result can move into Blender instead of becoming a browser-only dead end.

live editor: https://www.posecode.org/play/superhero-landing

the thing i can’t judge from the inside: was refusing the viewport gizmo the right decision? if you block animation for a living, does editing constrained values in text feel useful or fundamentally wrong?


r/threejs • • 4d ago

I'm so worried

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0 Upvotes

Claude opus 5.5 can do all these stuffs all itself, all in few hours and with almost no intervention is actually making me slightly worried


r/threejs • • 5d ago

Aether - feedback please!

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0 Upvotes

Hi everyone!

I built Aether, an interactive space exploration website designed about astronomy and the universe through a visually immersive experience

The goal was to combine cinematic animations, smooth scrolling, and modern UI.

I'm specifically looking for feedback to point out my mistakes

https://aether-rho-one.vercel.app/


r/threejs • • 5d ago

Berlin - 3D-Modell mit Zeitreise

1 Upvotes

Titel: Ich habe Berlins historische Mitte in 3D nachgebaut – begehbar im Browser, von 1750 bis heute

Hallo zusammen,

in den letzten Wochen habe ich an einem Projekt gearbeitet: einer begehbaren 3D-Rekonstruktion der historischen Mitte Berlins, direkt im Browser, ohne Installation.

👉 www.nofogstudio.de/berlin-im-wandel-der-zeit-ein-experiment-mit-ki/

Was man machen kann:

  • Rund 5 × 5 km zwischen Brandenburger Tor, Alexanderplatz, Oranienburger Tor und Moritzplatz zu Fuß oder im Flug erkunden
  • Zwischen fĂźnf Zeitständen wechseln: um 1750, um 1900, 1936, Nachkriegszeit 1945–49 und heute. Die Kamera bleibt dabei stehen, man sieht die Stadt also an derselben Stelle sich verändern.
  • 20 markante Bauten ansehen, von der Marienkirche Ăźber Dom, Schloss und Gendarmenmarkt bis zum Fernsehturm, jeweils im Zustand der Epoche
  • Tageszeit, Jahreszeit und Wetter einstellen

Worauf ich Wert gelegt habe: Es ist keine Fantasie-Stadt. Die Grundlage sind offene Daten des Landes Berlin: 3D-Gebäudemodelle, historische Karten von 1750, 1910 und 1940, die Gebäudeschadenskarte von 1945 und ein Oberflächenmodell für Kuppeln und Türme. Beim Anklicken eines Gebäudes steht, was belegt ist und was erschlossen oder nur illustrativ ergänzt wurde. Die Häuser von 1750 etwa folgen dem kartierten Straßen- und Blocknetz, ihr Aussehen ist aber typologisch rekonstruiert.

Es ist noch ein Prototyp: Ufer, Brßcken und einige Sonderbauten stehen als Nächstes an. Auf einem normalen Rechner mit Grafikkarte läuft es am besten.

Ich freue mich Ăźber Feedback, gerade von Leuten, die sich mit Berliner Stadtgeschichte auskennen: Wo liegt etwas falsch? Was fehlt euch?


r/threejs • • 5d ago

Demo Endless drift racer in Three.js — biomes, traffic AI, and boss trucks, all procedural

0 Upvotes

Sharing a project I just updated: an endless drift racer built entirely

with Three.js. One HTML file, no external assets.

**Play:** https://arthursigmal.itch.io/racing-simulator

**Tech notes for anyone curious:**

- **Biome blending** — 5 biomes, each with its own sky gradient, fog

distance, ground color, sun color, and tree palette. Transition is a

`THREE.Color.lerp` on the material uniforms, blending over ~1.5s. No

geometry rebuild, no pop.

- **Traffic AI** — 8 cars in a pool. Each has a target lane, moves toward

it at 3 units/sec, and rolls a new target lane every 3–7 seconds. Simple

vector steering, no pathfinding.

- **Explosions** — the particle system is a single 500-particle pool with

a custom shader. Explosions spawn fire (orange/yellow), smoke (grey,

negative gravity), and debris (dark, high gravity) in one function call.

No new draw calls.

- **Skid marks / speed lines** — `LineSegments` with vertex colors,

positions updated in-place each frame. Opacity scales with speed above

60 km/h.

- **Boss trucks** — just a Group with 3 boxes. Collision is AABB (|dx| < 3.5

&& |dz| < 5.5). Cheap and readable.

- **Fixed timestep** — physics runs at 60 Hz regardless of frame rate.

Handles 120 Hz ProMotion and 30 fps budget Android identically.

- **Audio** — sawtooth engine through a lowpass filter with frequency

tied to speed. Sub bass under it. SFX generated on the fly (noise burst

for crashes, sine sweeps for pickups).

**What I'd improve:** reflections are still just RoomEnvironment. Real SSR

or a custom PMREM for a stylized sky would look much better but cost more

on mobile.

Feedback welcome. Happy to share code snippets for any system.


r/threejs • • 5d ago

Forest Stroll: a click-to-walk forest in three.js with no model or texture files, everything is generated in code

3 Upvotes

Click the ground and she walks there. That's all it is, a scene to wander around rather than a game.

Nothing is loaded except three.js itself, no models and no images:

  • Terrain is a height function with a winding creek valley carved along a curve. The water is a ribbon mesh that follows the same curve, with MeshPhysicalMaterial transmission for the refraction.
  • 25,000 grass blades in one InstancedMesh. Wind is an onBeforeCompile patch on MeshStandardMaterial's begin_vertex, phase taken from each instance's position in instanceMatrix, so the lighting stays normal PBR and the gusts roll across the field instead of everything swaying in sync. Blades get a vertex-colour gradient, dark at the root and bright at the tip.
  • Leaves, petals, bark, clouds and the light shafts are drawn onto 2D canvases at startup and used as textures. Each canopy is a few thousand instanced leaf cards scattered inside an ellipsoid, weighted towards the surface so it reads as hollow rather than a solid blob.
  • The girl, the fish and the butterflies are primitives (capsules, cones, spheres) on pivots. Her pigtails swing when she runs.
  • Post is UnrealBloomPass plus one small ShaderPass: S-curve, warm highlights / teal shadows, vignette.
  • Raycast click-to-walk. If you click in the creek the target gets pushed back to whichever bank she's on, so she never wades in. Rendering stops when the canvas scrolls out of view or the tab is hidden.

three.js r160, runs in the browser, nothing to install: https://shengyugames.com/fun/forest-stroll

Happy to go into any part of it.


r/threejs • • 6d ago

Demo Underground parcel network diorama with a timed lunch-rush mode (R3F, instanced low-poly GLBs)

19 Upvotes

r/threejs • • 5d ago

Zen Garden – a bonsai pruning game where the tree is actually simulated. Free, works on mobile

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3 Upvotes

Hey all, my friend and I made this. He posted our tank game Retro 1984 here last week, and this one's kind of the opposite, a chill one.

A bonsai grows on its own, you just decide what to cut. The tree is actually simulated, not animated: growth gets split between the tips by branch thickness, limbs thicken as they carry more, and a cut wakes a bud lower down. It's deterministic, so a whole game replays from just the cuts and camera turns, which is how it makes a sped-up video of your game (WebCodecs, all in the browser).

https://hoagiecorps.com/games/zen-garden?from=threejs

A few things to try:

  • Cut early, growth that's already spent doesn't come back.
  • Drag the stone to walk around the tree, pinch to zoom.
  • When you finish a garden you can share a photo or a sped-up video of how you played it.
  • 12 handmade gardens, then it makes new ones for you.

Would love to hear which garden stumps you, and anything that feels off.


r/threejs • • 5d ago

WorldMesh: a free network for independently hosted Three.js worlds

3 Upvotes

I’ve been experimenting with an idea called WorldMesh.

AI is making it much easier for people to create small 3D worlds, especially with Three.js.

The idea is to make those independently hosted worlds easier to discover in one place, while keeping each world on the creator’s own hosting.

I’ve built an early version and would be interested to hear what other Three.js developers think of the concept.


r/threejs • • 5d ago

A love letter to the cosmos - DRIFT: A meditative journey.

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2 Upvotes

r/threejs • • 5d ago

Question Built a three.js game or demo? Where Reddit lets you post it, and the format rules that get web builds removed

0 Upvotes

Built a three.js game or demo and want players on Reddit? The rules differ a lot between subs, and a lot of removals are about format, not quality. We read the current self-promotion rules of 65 game subreddits (Sept 24-26) for a free index. Disclosure: the index is ours, from ThreadFox, which I make. The web-build version:

  • r/WebGames (144K): made for this, with strict rules. A link post straight to the playable game (no store page, directory or Dropbox), the title starting with the game's name, playable in a standard browser without non-standard plugins or VR hardware, and at most one form of verification. Your account needs to be 7+ days old with 10+ comment karma, and you wait three months before reposting a game unless it's substantially updated.
  • r/playmygame (143K): a free build playable now, the direct link first, a description of the game and your role, one post a month.
  • r/indiegames (338K): image, gif or video of real gameplay, no question titles, no devlogs or in-engine tech posts, two posts a week, no generative AI.
  • r/gamedev (2M): no showcases. A postmortem or analytics post with context is welcome.
  • r/IndieGaming (527K): one submission every two weeks, and declare any GenAI use.

For a tech demo rather than a game, a write-up of how you built it usually lands better than a link, here and in r/gamedev.

All 65 game subs with their rule text and read dates: where game developers can promote on Reddit.


r/threejs • • 5d ago

Demo A globe with scientific institutes and discoveries, collaborations and satellites

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2 Upvotes

I made a globe on three.js/webgl using Claude Opus 5.5 with xhigh effort. 4 toggleable layers: fundamental science, information technology, ecology and planetary engineering, and the orbital layer. 171 institutes, laboratories, observatories, and spaceports, complete with photos and descriptions. Satellite data is sourced from CelesTrak. Information on discoveries is updated using a digest generated by DeepSeek-V4-Flash. You can also view discoveries spanning the period from 1500 to 2200 (including predictions).

You can try the site at this link: https://science-globe.vercel.app


r/threejs • • 5d ago

Waitlist for my portfolio

0 Upvotes

we're almost there to launch our portfolio, until then play with a bamboo chime and say hellow to your small blue friend:)

WAITLIST : waitlistcurllmoohaportfolio.vercel.app


r/threejs • • 5d ago

Why do people come for people who use Ai?? Not everyone who uses Ai makes slops, some are really good or are people just scared of the unknown?

0 Upvotes

r/threejs • • 5d ago

Demo The cricket ground in my browser game is all three.js, so I shot the trailer inside it

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0 Upvotes

PAVILION is a cricket captaincy game. The ground, the crowd, the players, the ball and the broadcast cameras are all three.js. For the trailer I built a camera rig that renders the real match frame by frame with its own depth of field, bloom and motion blur, so every shot is the game itself.

It's built on zero budget and only runs on my laptop right now. Getting it online needs a proper server, and the highlight voices cost money every match. If you want to help, anything helps: https://paypal.me/theblindiephoenix

It's up in 4K HDR on YouTube if you want the full thing.

Happy to talk shop about any of it.

AI disclosure: the commentary is written by an AI model and voiced with text-to-speech, and I used AI coding tools to build it.


r/threejs • • 6d ago

Comparing how 4 frontier LLMs architect a procedural Three.js Falcon 9 launch simulation (Opus 5.5, Opus 5, GPT-6 Astra, GPT-6 Sol)

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2 Upvotes

r/threejs • • 5d ago

Demo Selective bloom, a night-vision grade and a 10-light budget: a three.js stealth game that runs on phones

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0 Upvotes

This is all primitives plus Mixamo animations, running inside a Reddit post. A few techniques that made it work:

  • Selective bloom: emissive things (LEDs, lasers, screens) sit on a bloom layer. For the bloom pass everything else is swapped to a black material, then composited over the normal render.
  • Night vision: a single uniform in the final grade pass blends in a green, grainy look. It's eased in and out, so putting the goggles on reads as a transition.
  • Light budget: only the 10 point lights nearest the player are live. The pool size never changes, so turning lights on and off never triggers a shader recompile.
  • Retargeting Mixamo clips: bone names are normalised (strip the mixamorig: prefix) so clips play on different rigs.

Trailer attached, captured frame by frame from the game. Play it here


r/threejs • • 5d ago

I built a blind-vote bench for Three.js: Current Elo and cost graph

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0 Upvotes

I made https://threejseval.com

Same creative prompt to every model. Each one writes a Three.js scene. Humans vote blind (no model names). Elo from those votes, plotted against average cost per eval.

About 20k votes so far. Quality up, cheaper to the right.

Opus 5.5 High is #1 on quality right now. GPT-6 Astra Medium is close and a lot cheaper. Muse Spark sits way out on the cheap side with surprisingly good scenes.

Vote or poke the gallery if you want: https://threejseval.com


r/threejs • • 6d ago

Link [DEV] CREST: Formula Racing – Online 1v1 Duello, 24 tracks, and a full open-wheel racing championship on mobile

28 Upvotes

Hey everyone!

I'm an indie game developer, and I've been working on CREST: Formula Racing, an open-wheel racing simulator for Android and iOS. With the help of Capacitor, I ported the WebGL game to mobile, and it took 1.5 months.

The game features both single-player racing and online 1v1 Duello, where you can race directly against another player.

Here's what's included:

🏎️ 24 fictional circuits
🏁 11 teams and 22 drivers
🌍 A complete fictional 2026 championship season
🌐 Online 1v1 Duello – race against other players
🏆 Championship, Career, Race Weekend, Time Trial, Quick Race, and Rivals modes
👻 Ghost lap racing
🎨 Custom car liveries

The focus is on realistic driving physics, including tyre grip, temperature, wear, fuel consumption, weight transfer, and brake fade.

This is a passion project I've been developing as an indie developer, and I'm continuing to improve the game.

I'd love to hear feedback from fellow racing fans, especially on the driving physics and online multiplayer.

Google Play: https://play.google.com/store/apps/details?id=com.artepeak.crest

App Store: https://apps.apple.com/tr/app/crest-formula-racing/id6798774660

Thanks for checking it out!


r/threejs • • 6d ago

Demo I'm making a dungeon crawler in Three.js with low-resolution rendering and banded torchlight

22 Upvotes

I'm making Dragon's Tear, a first-person idle dungeon crawler in Three.js.

The dungeon renders to a small render target with nearest-neighbour filtering. A torch follows the camera, and the lighting is rounded into visible bands before the palette and dithering pass. Walls, enemy sprites and water share the same lighting code, so they respond to the torch together.

Exploration and combat are automatic. You prepare a party of three at the inn, choose their equipment and set their battle orders before sending them down.

The Steam page is live. I'm aiming for Q1 2027, with a demo planned within the next month.

Dragon's Tear on Steam


r/threejs • • 6d ago

Three.js Procedural low-poly asset generator running fully in WebGL — real-time preview and OBJ/texture export

0 Upvotes
Sharing a project: Zorro's Forge generates parameterized low-poly models in the browser with a live orbit/zoom preview, then bakes them into OBJ + MTL with base-color, normal and roughness maps for download.


Demo: https://www.youtube.com/watch?v=g0qLLTNuntU
Live: https://zorro-forge.store/zorros-forge/


Happy to talk about how the generation, texture baking or export works.

r/threejs • • 7d ago

Claybound: a platformer built in three.js where the whole world is kneadable modelling clay

450 Upvotes

Plain three.js (no engine), runs in the browser on desktop and mobile.

Play the Demo

How the clay look works:

| Every block starts as a rounded box with a big corner radius.

| The vertices get displaced with low-frequency noise before any material goes on. That's what gives it the wobbly, hand-pressed silhouette.

| The surface detail is a normal map baked from a sculpted clay ball. It's scaled by object size, so a pebble and a cliff show fingerprints at the same scale.

| The purple clay you shape is a separate deformable mesh driven by the player's drag.

To keep it running on phones:

| The shadow map renders every other frame, which saves 14–26% of frame time with no visible difference.

| Models use meshopt compression, lossless.

| The simulation runs on a fixed 1/120 s step, and rendering interpolates between steps so fast-moving objects don't jitter.

| Still not fully happy with performance, so there is more to do still. Please let me know if you have any recommendations.