Making 3D easier since 2010.

Three.js retweeted
MX Dash keeps growing. The latest TestFlight build adds new tracks, new skins, leaderboards, and stars to collect. The first proper release is getting close. Try it here: testflight.apple.com/join/Dj… #gamedev #indiedev #ios #testflight #threejs
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Three.js retweeted
decided to do the most interactive gallery possible, literally a simulated piece of cloth, interactable with the mouse 💨 thought it was fitting to showcase some stylish outfits, generated in @omma_ai Studio #threejs #vibecoding
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The Rational Case For AAA on ThreeJS Or "why UE5 shipping a MCP was bad, real bad." The standard objection to ThreeJS as a serious game engine is technically accurate. It lacks the rendering fidelity, integrated tooling, physics depth, and asset pipeline maturity of Unreal Engine or Unity. A direct capability comparison favors the big engines on nearly every relevant metric. That objection mistakes the current state of a technology for its trajectory. The Cost Structure of Traditional AAA Production Traditional AAA production is built on high fixed costs: large headcount, expensive pipelines, long cycles, platform compliance, and heavy launch marketing. Iteration is costly. Every experiment carries real financial risk because the people and pipelines required are expensive and slow to mobilize. Studios respond predictably: fewer bets, earlier design locks, proven formats. AI-assisted development restructures this for smaller teams. A team running AI agents across production categories operates at a fundamentally different cost structure. Large studios can't adapt without risking public pressure and embarrassment. The Distribution Argument ThreeJS carries no distribution friction by default: no install, no launcher, no SDK, no licensing, no storefront submission. Link, play, embed, fork, update. No deployment pipeline required. Web frameworks exist, but they’re about code organization. Compile times run in seconds even at scale. Traditional platforms impose friction (deliberately!) at every stage: curation gates, platform fees, recertifications. A free SSL certificate is all you need in the browser. A browser game can reach real users within days of a working prototype. Behavioral data flows back in near real time. A feedback loop that scales directly with iteration speed. Traditional studios won't easily adopt this. Their infrastructure, milestone commitments, and platform relationships are built around the existing model. Attaching AI to a traditional pipeline improves efficiency at the margin but it won't restructure the feedback loop. Tooling WebGPU closes the theoretical gap (as browser limits evolve eventually). The performance ceiling of browser-based 3D is rising. ThreeJS is behind Unreal Engine 5 in rendering output at present. Open, modular, web-native tooling has a different scaling characteristic under AI assistance: it improves fastest where there are the most practitioners directing the most agents at the most specific problems. We can see the exponential growth of tooling around ThreeJS in realtime on X. Iteration and Market Entry Disruption in technology markets rarely begins at the top of an incumbent stack. It begins in segments the incumbents do not serve well and do not prioritize: experimental mechanics, web-native game formats, creator tools, procedural sandboxes, simulation toys, viral browser experiences, AI-generated worlds. These are also the segments where cost-per-experiment is the primary competitive variable and where ThreeJS combined with AI-assisted development is most competitive today. The correct strategic decision is to be active in the segments where the stack is already competitive, iterate on high volume and production experience and extend toward more demanding experiences as the tooling matures. Waiting for Three to match Unreal before committing to the platform means waiting until the window of structural advantage has already closed. So, invest in ThreeJS to profit from the next major cycle in gaming, or stay with current technologies to reduce your risk but cap your profits. Just stop acting like none of us know why we are taking this bet. We do. And if we're right, you all haters are cooked.
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Three.js retweeted
Thought I would share some initial cloud experiments I did today. This feels like a path worth exploring since I can generate both realistic and stylized clouds in the same pipeline. It also makes ridiculously fluffy clouds! 🐰
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Three.js retweeted
The logo animation is of course made entirely using JavaScript, anime.js and three.js. You can see it live here: es-d-8178379120260624-019ef0…
Anime.js 4.5 is out and it's a fun one: Introducing the @threejs adapter 🎉 - Up to 50% less code for 3D animations - CSS transform-like API for 3D objects (rotate, skew…) - Simpler material color animations - Easy instanced mesh animations - Stagger 3D And so much more! ⬇︎
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Three.js retweeted
Exploring "Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis" running on macOS, no CUDA. Implemented the training step on Brush (Rust / WGPU / Metal). First test: 1000 iterations/frame. 50 frames → ~20 MB, ~1 ms on GPU. Plays at 120 fps with three.js.
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WebGPU holograms on @threejs! @LKGGlass go is an incredible device. My kid was enamored and I was left really wishing to see the big ones in real life. This will have to do for my personal AI agents😏
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Three.js retweeted
ChextQuest.js This is not emulated but completely rewritten in typescript using @threejs and @PixiJS What's playing is the original recorded demo that starts when you idle on the title screen for 5s trying to make it as authentic as possible but also mild modern updates
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A WebGPU compute path tracer built from scratch. Study #3 xr-need.com/web-features/thr… - Multi-scatter sheen — SGGX microflakes + LTC (Zeltner, Burley & Chiang, 2022). Real fabric, with exact importance sampling. - Sheen color + roughness textures - No denoiser — raw, fully converged path tracing - three.js + WebGPU Paper: tizianzeltner.com/projects/Z… @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #ThreeJS #WebGPU #3D #gltf #khronos
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Three.js retweeted
Another effect from said WIP project - A glowing floor highlight effect 🌟 #threejs #r3f #creativecoding
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Still experimenting with hand tracking 🖐️ using a webcam and the dear Carlo. The 3D model was generated from a single image in @omma_ai Studio, and I remixed an Octopus demo to take advantage of the physics simulation. Building with AI these days is so much fun. Music also generated from the Studio (Fan Art) #threeJS
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Three.js retweeted
Anime.js 4.5 is out and it's a fun one: Introducing the @threejs adapter 🎉 - Up to 50% less code for 3D animations - CSS transform-like API for 3D objects (rotate, skew…) - Simpler material color animations - Easy instanced mesh animations - Stagger 3D And so much more! ⬇︎
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Three.js retweeted
Create nodes using expressions. #TSL #threejs #TSLgraph
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Three.js retweeted
tiled dynamic LOD wind lines down to three draw calls
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Three.js retweeted
Introducing Threejs Awesome Graphics Agent Skills npx threejs-awesome-graphics-agent-skills install --agent codex I collected some of the best looking graphic @threejs open source projects on X and distilled them into an agent skills pack, AAA game graphics right out of the box so anyone can create games that don't look like cheap demos These are just examples included in the agent skills. All projects referenced are noted as source materials. I will continuously update this to include new projects with epic graphics github.com/scottstts/Threejs…
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Three.js retweeted
SAKANA FUGU ULTRA vs. CLAUDE OPUS 4.8 RESULTS Prompt: "build a really high quality single html file crossy road game with three.js" Sakana Fugu Ultra: - Tokens Used: ~89k ($7.32) - Time Elapsed: 22 minutes - Issues: inverted directional turn, wonky camera, no sfx, not identical to Crossy Road game Claude Opus 4.8 Ultracode: - Tokens Used: ~940k (~$37.85) - Time elapsed: 79 minutes - Issues: got stuck twice in a retry loop (had to prompt to self-correct), wrong character position after restart, difficult from the start (whereas Fugu's version got significantly more difficult as you progress, which is the correct behaviour) I think in terms of application functionality, quality, and design, Opus won. In terms of model speed and performance, Fugu on Opencode won. What are your thoughts? Comment down below who you think won! ⬇️
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Three.js retweeted
Ported Evan Wallace's WebGL Water to @threejs, and this allows me to easily play the caustics with different 3D objects, e.g., a tofu. Next I'm going to add different shapes and a 3D duck :) Anyhow, Three.js handles the scene management, GPU resources, and standard rendering infrastructure, but the water simulation and appearance remain a specialized custom renderer built on top of it. Even Wallace's original demo: madebyevan.com/webgl-water/
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Three.js retweeted
digital-world A Combination of Several Simple Effects online preview: yufengjie97.github.io/digita… #threejs #tsl #digital
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Three.js retweeted
Checkout all of Rory's shots from round 1 at Shinnecock. All rendered with @threejs
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