Making 3D easier since 2010.

LittleJS + Three.js 🤝 New plugin lets you use LittleJS as the engine for your Three.js games. 😻👍 Don't write your 3D game from scratch! LittleJS handles the game loop, input, physics, audio, and more, while Three.js does the rendering. 🚀 killedbyapixel.github.io/Lit…
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Just finished adding anisotropy support to the WebGPUPathTracer for three.js - slowly but surely getting to feature parity with the WebGL version. All with better ergonomics, features, and performance! Transmissive materials still need work though...💡
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Three.js retweeted
I made a game where a fairy guides you through a magical forest Fable 5 + @rork + @threejs Some hacks for building games like this: • Generate a real 3D model and animate it (e.g. with Meshy) • Ask an AI agent to create and add ASMR music • Ask the agent to make everything more detailed misty-forest-explorer.rork.a… Let me know if I should share the prompt, it was quite big
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Three.js retweeted
Did I read the instruction book wrong or something 🔊 sound on for... well... whatever that is
Made a toy maker with Fable this morning 🧸 Snap wooden pieces together, make parts spin, watch them come alive. Make your own: mrdoob.github.io/toys/ Remix mine: mrdoob.github.io/toys/#W1tbM… Made with box3d.js by @erin_catto and @isaac_mason_
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Three.js retweeted
going for a walk in threejs
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you can just light things with threejs
you can just build things with threejs
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Hey @claudeai Fable, let's build a game for #worldcup in @threejs with my agent game dev skills
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Three.js retweeted
i taught fable how to 3d print in threejs... i heard you like 3d models so i put your 3d model printing machine inside of a 3d model render machine to print rendered prints of 3d models
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real-time procedural dungeon generator in @threejs, built with Fable 5 👇
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Three.js retweeted
My RL creature has escaped the computer. Built with Fable 5 from @claudeai, @threejs, @webgl_webgpu and Media Pipe. Creature was trained on a @runpod A100 with JAX and MuJoCo from @GoogleDeepMind
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Three.js retweeted
I’m building a tool that helps you create interior design ideas in your browser with AI instantly. Feel free to try it! Link: interaior.vercel.app/ #threejs
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Three.js retweeted
Made a toy maker with Fable this morning 🧸 Snap wooden pieces together, make parts spin, watch them come alive. Make your own: mrdoob.github.io/toys/ Remix mine: mrdoob.github.io/toys/#W1tbM… Made with box3d.js by @erin_catto and @isaac_mason_
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Three.js retweeted
Everyone is using Fable 5 to build funny little demos so I decided to build something better. Vibe coded a 3D keyboard ecom platform in @threejs and @greensock. Every key. Every switch. Every color. Customizable in real time in 3D. It's really amusing that whole keyboard is built at runtime using Procedural geometry. To achieve that kind of realistic lighting on keyboard, it used a studio environment (gradient sky + softbox panels) rendered into a PMREM cubemap for realistic reflections. Opus helped a bit more here (as Fable was failing in loop in Claude chat) There is also custom GLSL shaders for RGB underflow/skirt and as well sRGB output encoding + explicit convertSRGBToLinear() on every material color so caps render at their exact swatch value. I don't know any of these techniques and concepts but I have had been reading how both Fable and Opus were trying to approach this by digging into their "thinking" phase. Go try it, there is a cool Claude theme keyboard you would want to purchase too :D Live: modkeys.vercel.app/ Code: github.com/thebuggeddev/modk…
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Three.js retweeted
Meet Nature 🌱: the first Pascal plugin. Procedural trees, flowers & grass, right in the editor. New node types and panels, shipped entirely as an open-source plugin. Use it as a template to build your own. Built on @dangreenheck's EZ-Tree.
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I spent a LOT of time through the hardest 3D prompts at Fable, it is a 45 min video, but I have 60+ very cool demos for you. Also prompts in the next post. youtube.com/watch?v=rTc2_-1K…
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Introducing GameBlocks: open-source building blocks that help coding agents prototype any 3D games with @threejs 3D behavior is hard to specify in natural language. GameBlocks turns fragile spatial logic into inspectable implementations with clear semantics, so agents can build from known-good patterns. Github: github.com/xt4d/GameBlocks #gamedev #indiedev #threejs #codex #claude
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Three.js retweeted
Game dev day 3 progress on 🎲 High Roller - my new dice roguelike game I'm honing the core play loop - getting the feel down, micro interactions etc I've taken advantage of 1/100th of what @threejs has to offer, and I'm already loving the look - UI is @threejs - no HTML/CSS - The three charms you see generated using @3DAIStudio (Tripo P1) - Table modelled by yours truly - Dice are procedurally generated - but PBRs are again, 3DAiStudio (patina) - The UI design I hand made and then instructed the hell out of fable to deliver it. It did a pretty good job! I'm gonna see what the clanker comes out with overnight if I just tell it "re-use my UI component system for the rest of the game and overhaul everything including micro-interactions" Not expecting miracles but why the hell not roll the die and see where it lands (ha)🫡
Here's a very early glimpse at my next game - a dice pokerish roguelike "High Roller" I've had this designed and specified for a few days, and fable's done a... playable first go?? It needs a LOT of work, but it has given me a POC. I used @threejs + Box3D (compiled 2 WASM)
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working in a post processing pipeline for @threejs inspired by the 90s jdm scene and digicams like the sony mavica
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ALRIGHT! Introducing SEEDTHREE! A @threejs webgpu procedural plant generator. I'm releasing this fully open source. I built this with Claude Fable and GPT-5.5 Codex + gptimage2 over just the past few days. The best part is: given the code, your agents can add new plants to it all you want! They just need an understanding of the code and an image generator capable of creating material maps. I highly encourage you to do PRs for any extra plants you add! I'll be adding more myself in future versions. The system is fully robust: it provides complete LOD and billboards/imposters generation for the plants and you can adjust the detail levels all you want for different platform targets like mobile and/or use lower LODs as your main for extreme optimization. As this is the first release alpha version, some bugs may have been missed, I encourage you to report any bugs. The repo includes all the assets for the scenery world too, even the ambient sounds of birds and wind! This is targeted at high end laptop and PC use, it requires baking generated geometry, so you won't be using this on a phone (I mean, feel free to try, but I doubt it'll run well, lol). This is fundamentally an asset generation tool for 3d dev. Have fun! Github repo link and live demo (you don't even have to download anything for basic non-editing/contributing use!) below ⤵️
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