Making 3D easier since 2010.

Three.js retweeted
imagine a giant trapped inside a psychic dimension #threejs
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Three.js retweeted
Played around with #threejs for some 💚 Ringliebe 💚 project around the greatest track on earth #nordschleife. nordsexplorer.setupforge.io
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Three.js retweeted
This looks so good, I need to attend this workshop! My talk at Three.js Conf Paris will cover another side of optimizing a Three.js experience: how to eliminate that 1-2 second freeze we all get when the loading spinner hits 100%, and make the transition into the scene completely seamless. Very specific, but every Three.js website deserves a faster, smoother loading!
Cyberpunk-ish ⚡️ Maybe not an entire city…but at least one rainy alley built with #threejs + WebGPU that weighs only 15 MB. Live link: threejspunk.vercel.app/ This is also a sneak peek at some of the techniques that @sea3dformat and I will be covering during our workshop at @threejsconf. More on that below 🤗 I hope you like it #WebGPU #creativecoding #threejsJourney
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ok.. @claudeai Opus 5 is next level with @threejs a sakura bonsai, entirely in code, demo link below 👇
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Three.js retweeted
Box3d uses a very different approach of collisions (SIMD). Complex convex and mesh are limited. lo-th.github.io/phy/index.ht… lo-th.github.io/phy/index.ht… But it remains a very interesting engine.
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Three.js retweeted
Casually vibe coded @Trevornoah's latest website "Books" page using Fable 5 😍 I really loved the effects and animations on the website and immediately wanted to see if I could recreate them with AI. Pretty close in just a couple of prompts, isn't it? Everything is built in @threejs with no 3D assets for the books. Claude built the whole thing using pure math and animated it nicely with GSAP. Feels so realistic and close to real book. Pretty fun to see how close you can get to the kind of work agencies charge thousands of dollars for, just by describing what you want :D Live: books-sigma-ashen.vercel.app… Code: github.com/thebuggeddev/book…
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Three.js retweeted
Claude Opus 5 is blowing it out of the water!! Today we built a rhythm racer that turns any song into a racetrack 🎧 github link: github.com/digi-the-robot/PU… You drop in an audio file and it becomes the level. no presets, no hand-authored charts, the entire track is generated from the song itself. it analyzes the whole song before you start playing. FFT in a web worker, onset detection, tempo estimation, all done up front while the loading screen draws the waveform. most music visualizers use a live analyser, which only ever knows the current instant. that means you can't see the road ahead of you — and seeing the road ahead is the entire feeling of this genre. it's why audiosurf worked in the past at all. so from that one decision you get: → hills are the song's energy, inverted — a chorus is a plunge that speeds you up, a breakdown is a climb that slows you down → bass transients punch dips into the track, so it rolls like a rollercoaster on a heavy song → notes are detected onsets, placed in lanes by which frequency band triggered them. bass in the center, treble out wide → even the color palette is derived from the song's spectral centroid. bass-heavy tracks come out warm and deep, bright ones come out cold and electric. every song genuinely looks like a different world audio and geometry can never drift apart either, because the track is indexed by song time rather than distance. "did you hit that note" is an exact comparison, not a physics query. built with three.js and Claude Code (Opus 5). I have to be honest I came in knowing blender, unity, and I make things for VRChat, basically knowing nothing about web dev. I didn't have node installed when I started 😅 Claude performed MAGIC.
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Three.js retweeted
Day 08 of building the space game I saw in a dream. 🌙🚀 IT FLIES! The spacecraft I showcased on Day 05 is airworthy, certified and flies under the new realistic physics system I was working day and night for the past few days. ☀️Thanks to astrophysics Professor Fable 5 orchestrating his 4 best PhD Opus 5 colleagues we got: Under the hood: – full 6-DOF rigid-body flight, zero arcade shortcuts – real delta-wing aero: stalls, post-stall drag, the works – fly-by-wire assist so a mouse flies her easily with assist off for the hardcore, oleo landing gear, wheel brakes, speedbrake — you can actually land, an onboard black box records every flight. When physics don't obey, I got the receipts 📼 "Certified" isn't a vibe: 65 automated flight tests green + scripted QC sorties (takeoff, ridge crossing, high-speed decel) flown by the machine before I ever touch the stick. These were also done and orchestrated by the agents under the new skillset that gives them specific controls and camera angles for QC. The other part of this physics system is real weather, wind, lift/drag, shears, turbulence. Yes, I managed to crash several times by underestimating these forces - if high enough, stall recovery was easy, but under 1km, difficult. Skill issue i guess Each part of the spacecraft is programmatic, so you can see the ailerons moving, landing gear retracting, cockpit sliding, even the engine lattices waving. The particle system hasn't been worked on yet, so ignore the random snowflakes going out the engine hahah Another team of agents led by another Fable is currently working on the world generator, so the unfinished island won't be so unfinished soon. Oh, as a bonus, GPT 5.6 Sol built a whole hangar module where we can choose ships and have the tug car haul them to the runway. I'll capture that next time! Next up: a glass cockpit worth flying blind in. Demo video soon. Full avionics!
Day 05 of building the space game I saw in a dream. 🌙🚀 3D spacecraft made COMPLETELY FROM SCRATCH by Fable 5 + Grok 4.5, not a single downloaded asset. The entire ship is generated by Python code in Blender: geometry, UVs, textures, rigging, even the marketing renders. The display showcase is @threejs Meet the Meteor V2 "Fable" — a 12.5 m single-seat light interceptor from a fictional manufacturer called Kizuna Technologies: 🛠️ 86k tris, 6 PBR texture sets baked at 4K, AI-generated surface detail — panel lines, rivets, ceramic heat tiles, weathered decals + full brand livery Complete FPV cockpit interior watertight from every head position (VR-ready), lit MFD avionics screens, switch panels, warning placards, night backlighting, ejection seat... Fully rigged as game modules: retractable sliding canopy, folding landing gear with rolling wheels, elevons, rudders, 20-petal variable engine nozzle, animated air ingestion 🚀 Dynamic hardpoints — quad-tube missile loader with 8 internal reloads + heat-seeker and striker missiles, all swappable in the hangar. The output also included a full brochure for ingame lore, but I didn't include it in the video. And the testing "hangar" is its own build, a three.js staging ground with lighting (studio/day/sunset/night), weathering sliders (scratches, grime, engine soot), wireframe, true-scale dimension lines, a render album, and an annotation tool I use to give the AI visual feedback directly on the model. Zero manual modeling. I describe, review, and direct the agents measure, build, validate, and fix their own mistakes. Tomorrow - let's see how this thing flies!
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Three.js retweeted
Claude Opus 5 made this beautiful painterly world in a single HTML file, everything made procedurally It implemented a realistic grass and wind field simulation so that the millions of grass blades on-screen react to the wind
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Three.js retweeted
built a full FPS game with claude opus 5 one HTML file. no assets. no build tools. everything generated. → 4 weapons with ADS, recoil, and reloads → 10 AI enemies that flank, take cover, and call out positions → sniper scope with breath holding and sway → mantle onto containers, double jump, sprint → every texture and sound made from code → runs in the browser at 60fps 290 KB. one file. one model.
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Three.js retweeted
Claude Opus 5 one-shotted this game. EVERYTHING you see in this demo is custom code... not a single external asset was used. AI games are going to be amazing. (sound on)
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Cyberpunk-ish ⚡️ Maybe not an entire city…but at least one rainy alley built with #threejs + WebGPU that weighs only 15 MB. Live link: threejspunk.vercel.app/ This is also a sneak peek at some of the techniques that @sea3dformat and I will be covering during our workshop at @threejsconf. More on that below 🤗 I hope you like it #WebGPU #creativecoding #threejsJourney
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Three.js retweeted
My Three.js game, MYRIAD, is now playable! Was so fun making this Give it a shot on desktop or mobile! #threejs #gamedev
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Three.js retweeted
GPT 5.6 Sol is Codex is powerful for 3D asset generation. 🤯 Here is an example of a Tank created using Codex.
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Three.js retweeted
WOW! I thought Opus 5 would just be a cheaper Fable. I was dead wrong. This model is absolutely BONKERS. I'm genuinely blown away. Opus 5 built the best Rocket League clone i've ever seen, and it did it while consuming only 27% of my 5x Max sub. Sound on. There's layers to this onion. I'm floored rn. At least for building games and 3D modeling, this has to be the best model in the world by a notable margin. Look at the car. The reflections. The details. Playable game & open source code in the comments.
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Three.js retweeted
opus 5 test
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It cost me $15 on the Epic Games Store and a few million AI tokens to build this web-native grass simulation. Demo in the comments. Epic Games owns Quixel, a collection of high-quality Megascans. You can use them in Three.js, which is exactly what we did in this demo. The butterflies, flowers, and surfaces all come from Megascans. The long grass and wind simulation were converted from Blender Geometry Nodes simulations, which is why it feels so good. Then add an HDRI, set up the lighting, and boom—you have highly realistic grass rendered fully on the web. While it’s something built with AI, a non-designer without a certain set of skills would never be able to do this. You still need the knowledge, terminology, and understanding required to glue all these technologies together.
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Three.js retweeted
When I was little, my dream was to build a domino run throughout the whole house. Today, I've created one in a stylized kitchen environment, playable on the web. The advantage of this editor is that there's no limit to your imagination. Every element of the set, along with the code itself, was created in @omma_ai Studio: you can send it any image of an object and it creates the element in 3D for you. Then all you have to do is place it in your scene. Engine: the rendering is Three.js + webGPU and the physics is Box3D
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Three.js retweeted
Did a couple more tweaks. It’s quite fun to play with. (made with three.js btw) Here is the link as promised. iskra.graphics/can
staying hydrated this summer. grab yours down below
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