Making 3D easier since 2010.

Three.js retweeted
ok added a proper crowd sim as well to my destruction game prototype! is this too evil? 👽 generated the human models and rigged them in @omma_ai with the new rigging suite, the crowd sim is made efficiently in three.js & physics are in Box3D. What else is missing?
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Live link: lumen-decor-studio-2.vercel.… Built to showcase what's possible with real-time WebGPU rendering using #threejs. Just a 6.3 MB download, yet the lighting looks baked—until you grab the sun and watch everything update in real time. I hope you like it 🤗
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Three.js retweeted
ガラスチューブを使った屈折表現の試作 #threejs #webgl
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A WebGPU compute path tracer built from scratch. Study #6 xr-need.com/web-features/thr… - Random-walk subsurface scattering - Implements the Khronos KHR_materials_volume_scatter draft extension — shown on its official test asset - Dwivedi zero-variance guiding for clean silhouettes & thin features - No denoiser, fully converged - three.js + WebGPU Model: "Scattering Skull" by Vladimir Petkovic (CC0, Khronos glTF Sample Assets) @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #ThreeJS #WebGPU #gltf #khronos #subsurfacescattering #sss
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Three.js retweeted
Progress on my water on my game, still can't believe this is running in the browser, built with @threejs
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Three.js retweeted
Now I've got a basic material node editor working. Running this on an object with 200k instances and the material maps in object or UV space. Now we're cooking! @threejs #webgpu #3d #ide #nodes #materials
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I finally got around to updating the shadow terminator for the three.js WebGPUPathTracer! 🚀 The before/after shows how this fixes dark artifacts caused by strong normal maps and mismatched shading & geometry normals. Small write-up below 👇
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Three.js retweeted
Three.js Water Pro officially supports using Three.js Sky Pro as a dynamic sky option! 🌊☀️☁️ Live Demo: threejswaterpro.com This was actually way more complicated that I anticipated, but it's now robust enough I'm comfortable releasing it. More info in comments!👇🏻
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Three.js retweeted
3D Artificial Life sim using @threejs and @webgl_webgpu Of course I had to add audio reactivity and midi mapping. Particles interact with a dynamic pheromone field, leading to emergent structures and creatures. Music from @maxcoopermax built with @claudeai
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Three.js retweeted
Qwen3.8-Max-Preview vs Fable 5 (one-shot) Same prompt. Same challenge. “Create a single HTML file with Three.js (CDN) for a simple voxel-style soccer animation. A blocky player dribbles past 2 defenders and scores a spectacular goal with celebration particles. Colorful stadium look. Output ONLY the full HTML code.” Results: Qwen3.8-Max-Preview Complete working HTML Cost: ~$0.01 ~23k tokens (thinking + output) Fable 5 Also complete Cost: $1.15 ~22k tokens Winner: Qwen3.8-Max-Preview Same one-shot result for ~100x less money 💰 Who are you picking? 👇
Qwen3.8 is launching and going open-weight soon!🌐 With a massive 2.4T parameters, this model is continuously evolving. We believe it’s one of the most powerful model available today, compatible to leading frontier AI models , second only to Fable 5. You don't have to wait to test it. Just now, the Qwen3.8-Max-Preview made its debut on Alibaba’s Token Plan, Qoder, and QoderWork. Be among the very first to try it out. Can't wait to hear what you build. Stay tuned! 🚀  Token Plan international:qwencloud.com/pricing/token-… China:platform.qianwenai.com/prici…
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Three.js retweeted
My honest take on @Kimi_Moonshot K3 👀 As soon as I got access to Kimi, I put it through the exact same 3D football stadium challenge I had previously given Claude Fable 5. Fable 5 finished in under an hour. Kimi took almost 3 hours 🥵 At first, that was a very bad impression but i decided to see what's taking it this much of time. It was running E2E tests, validating desktop, tablet, and mobile, taking screenshots, finding failures, fixing them, even adapting for low end hardware and low FPS before moving on. All these that Fable 5 never did. None of it because it wasn't able to run this WebGL app on a headless browser. Kimi also shipped a clean React + Three.js codebase with proper components while Fable, as you might have checked codebase, generated one big HTML file with everything stuffed in. With all of this happening, it felt like I was doing more "Vibe Coding" with Fable 5 and more "Vibe Engineering" with Kimi K3. It feels like it's spending more time making sure the code actually works and easily scalable. Really impressed so far. More Kimi K3 experiments coming soon. Code (Kimi): github.com/thebuggeddev/foot… Code (Fable): github.com/thebuggeddev/foot… Live (Kimi hosted): stadiview.kimi.page/
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Three.js retweeted
24 hours of rainfall data, turned into a real-time particle-based rain landscape. Every value reshapes the curtain—from a quiet drizzle to a sudden storm. Built with Three.js + WebGL. #threejs
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Three.js retweeted
This guy (obviously me) made a Diablo clone in just 5 days with AI, and you can play it directly on X. taply.games/games/ashen-sanc… #threejs #claude #codex #ai #gamedev #future
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Three.js retweeted
Just built a game where Lamine Yamal has to Crossy Road his way through Madrid traffic to celebrate Spain's World Cup win 🇪🇸🏆 #gamedev #threejs
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Three.js retweeted
made this little game prototype just for fun with #threejs and #webgpu render — turned out surprisingly addictive 😄 #gamedev
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Three.js retweeted
18 years ago, i used to play Exteel alongside GunZ. This friday i thought... what if... i can rebuild it from scratch in @threejs ? Here's the result after 3 days I'll continue it in my free time and yes, it will be free to play online, directly IN THE BROWSER.
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Today at Pixar's Open Source BoF at SIGGRAPH I'll be introducing USD Web View: an OSS webapp built for meaningful OpenUSD stage access and interaction. The project (hosted by the Academy Software Foundation USD Working Group) brings together OpenUSD in WASM, native bindings, a TypeScript runtime bridge, and @threejs rendering to support inspection, composition arc access, MaterialX support, Gaussian Splats and more, in one web-native environment. USD Web View ships with visible breadcrumbs: The build notes, bindings, runtime patterns, tests, and implementation details are there for anyone who wants to build on this infrastructure without reinventing all of the complex and intricate parts from scratch (the WebAssembly/Bindings layer is a doozy!) Links and more info below to appease the algorithm. If you're at SIGGRAPH, come say hi!
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Three.js retweeted
new game prototype I made using Box3D in @omma_ai, this time you're an alien destrying earth 👽 the buildings feel good to destroy, however the crowd sim needs some work still..
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Three.js retweeted
The World Cup is over ⚽️ To celebrate I built a terrible data-viz with @threejs & @threejsconf balls 😗 Looking at the balls on the final & 3rd place, I really though there are really 2 types of goals..
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Three.js retweeted
Progress continues on my @threejs editor. I think I have a direction finally on what I'm building. UI refinements have been made. This shows a Instance generator that maps meshes onto splines or other meshes. Working great with 200k instances. #webgpu #3d #ide #threejs
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