r/threejs • u/FeistyConnection8547 • 4h ago
Demo Waterfall for my virtual pond
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r/threejs • u/FeistyConnection8547 • 4h ago
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r/threejs • u/curllmooha • 23h ago
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r/threejs • u/Slackluster • 9h ago
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Every scene, model and sound is generated in code.
The animals share one quadruped rig, trees grow recursively, the ink look is a depth-edge post pass, and the wind and bells are synthesized live. Each scene has one red object to touch. There’s no build step and no image files!
Play it: https://killedbyapixel.github.io/GatelessGate/
Source: https://github.com/KilledByAPixel/GatelessGate
r/threejs • u/PristineScientist369 • 16m ago
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Hello all,
This is my first post on this subreddit, I am happy to be sharing my Particles simulator version 2.0 with you guys.
Here are the new major features:
- Increased particles count up to 100,000 units and runs smoothly at 60 FPS (on most devices)
- Robust collection of Post-FX to make simulations to look significantly better and use it on production.
- Added WebXR support, immerse yourself into the particles world for amazing experiences.
- Dynamic sizing and alpha buffers per particle to create truly stunning visuals.
- Redesigned UI with keyboard shortcuts
- Added interactive hover effects and physics modes like spring, Lerp (geometric), etc.
It is completely free to use.
Link: particles.casberry.in
Thank you for your time,
Let's create more particles simulation.
Imagination is the only limit.
Tech stack: Client side rendering with HTML, CSS and Three JS
r/threejs • u/Kaydjen • 1h ago
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r/threejs • u/Infinite-Fly-2756 • 2h ago
I've been working on a viewer that shows buildings going up phase by phase: thousands of small pieces dropping into place on the real footprint, with a timeline you can scrub.
The models are generated by an AI agent from sources and photos, but I'd like feedback on the three.js side.
Main issue: the Colosseum pushes about 25M triangles per frame. It's 49k instanced blocks, each a rounded box of 108 triangles, rendered in the colour, shadow and GTAO passes. Unbuilt pieces are collapsed to zero in the vertex shader and frustum culling is off. Draw calls are fine (under 100). What would you tackle first: distance LOD for the blocks, not drawing unbuilt instances at all (sorting them by build time and lowering the instance count), or something else?
Two smaller questions:
- Walls can also be one continuous surface, with the stone joints drawn in the fragment shader and fading out when a joint gets thinner than a pixel. Does it hold up when you get close?
- Textures are photo-scanned surfaces, triplanar-mapped in world space at their real size, on a plain paper backdrop with a shadow floor. Does the stone read as stone?
Demo: https://gleaming0427.github.io/monument/view/#leaning-tower-of-pisa
Code (MIT): https://github.com/Gleaming0427/monument
r/threejs • u/Temporary-Office-880 • 12h ago
Every shot is rendered live (R3F + three.js). Pause anywhere and the camera's yours: orbit the car, walk the street, look around his room. Motion is phone-video mocap fitted to SMPL-X. Phones get a recording captured from the live scene and can still step in.
r/threejs • u/dhavalrana • 6h ago
I’m building RAASTA, an interactive 3D experience inspired by Indian streets and the memories we connect with music.
You can visit a chai tapri, cassette shop, garba ground, pub, and other places, or take a journey through the city. Different locations and journeys have their own playlists.
I built it using Next.js and Three.js/WebGL. A lot of the work has gone into making the city feel connected, getting the models positioned properly, and making exploration work alongside music.
Try it: https://www.raasta.world/
I’d love to hear which place you explored first—and whether anything about the navigation felt confusing.

r/threejs • u/passentorp • 3h ago
Hi,
I was wondering if anybody know of any popular games built with threejs that are in the AppStore? A web search didn't give me much, that's why I am asking.
r/threejs • u/Wide-Bobcat-3723 • 1d ago
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I started posting about Pelota here about three weeks ago, pretty much as soon as I started building it. I rushed out a rough pre-alpha because I wanted people to actually play it and tell me what felt good and what didn’t.
Since then it’s been a lot of building, testing, and iterating. I’ve also been reaching out to players in Mexico, getting their opinions and watching people play. That feedback has helped me improve the movement, animations, controls, and overall feel of the game.
This is a look at where it’s at now, built with Three.js. There’s still plenty to polish, but it’s come a long way from that first version. And yes, you can hit the Birdman with the ball lol.
You can try the free browser demo at https://pelota.io. Desktop has the opening tutorial and a demo match, with controller support. On mobile, it’s a quicker arcade version with automatic movement and swipe controls. The full story is being developed separately for the desktop release.
Would love to hear how it feels if you give it a try!
r/threejs • u/Outside_Trainer6319 • 22h ago
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r/threejs • u/Happy-Cycle2214 • 14h ago
https://reddit.com/link/1xh4opg/video/bavkjgonp2yh1/player
Rally Car Douz | South Tunisia Desert
is a web browser.
try it only with computer , phone version is still under developpement.
i really need MODELER PERSON TO WORK TOGETHER ON THIS PROJECT
r/threejs • u/Tismkure • 18h ago
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I've been seeing all the different things people are creating with AI lately, and it made me want to try something myself.
Since I already make 3D clothing models, I thought it would be interesting to see what they would look like on an actual website. So I decided to experiment with the idea of building a clothing website around my own 3D models, using Claude to help me with the coding.
I wasn't trying to build a full online store or anything serious at this stage. I was mainly curious to see how my models would look in a web environment and what I could come up with.
This is my first time trying something like this, and I'm quite happy with how it turned out. There are definitely things I could improve, but it was fun to experiment and see what's possible.
I've attached a few screenshots and a GIF showing the result.
What do you think? Have any of you tried using AI to build something around your own creative work?
r/threejs • u/Intelligent-Brief-10 • 20h ago
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Face to Voice: shape a realistic head (33 solved shape sliders over Google’s GNM model, baked as glTF morph targets), style it with 228 GPU strand hair styles tied to the skin, give it an expression, and it gets a voice from ElevenLabs that it lip-syncs live.
Try it: https://facetovoice.com
Code: https://github.com/OliverA100/face-to-voice
The trickiest part was lip-sync timing: browsers misreport audio output latency (especially on Bluetooth and iOS), so I calibrated a per-platform audio clock by filming a phone frame by frame. Happy to answer questions!
r/threejs • u/Efficient_Ad8214 • 1d ago
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r/threejs • u/faturachman_alkahfi • 12h ago
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Built a minimal 3D squircle centerpiece for my portfolio where users can grab, drag, and flick the object around.
Instead of pulling in Cannon-es or Rapier for a single interactive mesh, I implemented a lightweight damped spring physics loop:
- Track mouse velocity on pointer move
- Calculate restorative spring tension + damping factor on release
- Lerp rotation based on drag displacement
- Zero GC allocations during the frame loop
Check it out live: https://faturachman.my.id
Feedback on mesh smoothing and lighting is very welcome!
r/threejs • u/Pixidimworld_Studios • 6h ago
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r/threejs • u/Inside-Resident-5042 • 22h ago
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Hi everyone!
I'm a software developer with some background in physics. Recently, I built an interactive astronomy platform where you can fly around planets and explore space in 3D. It's been a lot of fun building this with three.js! There are tons of cool features to explore, including time travel, spacetime curvature, magnetic fields, and the northern lights. Please have a look and see if you enjoy it.
r/threejs • u/_Xoxos_ • 21h ago
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Hey everyone! I’ve been building VSModel, an ultra-lightweight desktop previewer for 3D models focused on zero friction, instant loading, and minimal resource usage.
Think of it as an image viewer/media player, but for 3D assets (.gltf, .obj, etc.). Instead of waiting for heavy suites like Blender or an engine to boot up just to inspect a batch of models, you can drop in a folder and preview them immediately.
Performance:
Loads batches of 100+ basic models using around ~300MB of RAM.
Minimal CPU and GPU idle overhead compared to opening full DCC tools.
It’s designed specifically for quick triaging (filtering raw asset packs, checking scale, wireframe, or textures on the fly without setup).
I'd love to hear your thoughts, feedback, or any Three.js-specific optimization tips you recommend for handling high-volume asset previews!
It's still got a bunch of bugs, and I'd really like to optimize it before putting it out there
r/threejs • u/Due_Estimate_6530 • 19h ago
Hi everyone! 👋
I’ve been building Bumpinto World — a lightweight, browser-based 3D open world generated directly from real-world OpenStreetMap (OSM) data using Three.js and Cloudflare Durable Objects.
🌐 Live World: https://bumpinto.world
💻 GitHub (Open Source): https://github.com/dohoon84/bumpinto-world
✨ What's inside right now:
• Real OSM Geometry (~900m radius): Buildings (extruded with procedural HTML5 Canvas window/facade textures — zero external .glb or image textures!), roads, parks, and the Tancheon stream embankment with stairs and bridges.
• Real-Time Public Transit & Traffic: Connected to live bus arrival/location APIs, pedestrian crosswalk traffic lights, simulated taxis, and rideable bikes (Press E).
• Multiplayer & In-Game Virtual Phone: Real-time WebSocket presence, proximity chat bubbles, a virtual 010-xxxx-xxxx phone number system (with 4–6 digit PIN cross-device login), SMS/contacts, and an in-game community board.
🌍 Why I open-sourced it (Please help build outside Korea!)
When you open https://bumpinto.world, you start at a spinning 3D globe. Right now, only South Korea is lit up (starting with Jeongja Station in Bundang, where Naver 1784 is located) because I couldn't possibly build the whole world by myself!
The rest of the world on the globe is still dark, and I’d love for someone to build the first neighborhoods outside Korea — whether it’s a station in Tokyo, NYC, London, Berlin, Paris, San Francisco, or your own hometown!
🏆 Mutual Promotion / Contributor Hall of Fame
If you submit a PR — whether it's converting a new city/station from OSM, modeling a procedural 3D landmark, or even just adding a 5-line Citizen NPC to src/entities/npcs.js:
Region Pioneer on the 3D Globe: If you add a new city/neighborhood, your name & link will be permanently credited as the Official Pioneer of that region on the live globe.
3D Building Plaque: Build a landmark and get "Built by u/your-handle" engraved on the building in the live world.
In-Game Hall of Fame: Your name, badge, and link (GitHub / portfolio / blog / project) are permanently featured inside the live game's Hall of Fame modal.
Check out CONTRIBUTING.md on GitHub (written in English & Korean) if you want to add an NPC in 5 minutes or open the first international city on the globe:
https://github.com/dohoon84/bumpinto-world/blob/main/CONTRIBUTING.md
Would love to hear your feedback!
r/threejs • u/No_Time3432 • 19h ago
I made this music video for a song my partner wrote the lyrics for (Suno V6 gave it a voice). The part this sub might care about: every lyric line sits on an object inside the scene, with word timings from forced alignment of the lyrics against the vocal. The type layer and the composite run through three.js with a render script, and the 3D scenes come from Blender. Happy to go into the timing pipeline if anyone is curious.
Video: https://youtu.be/yF_P0vBdfWU
r/threejs • u/Fabulous-Window-2705 • 1d ago
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I've been working on this for a while: you place Arduinos, sensors, pumps etc. in a 3D scene, wire them up, write real Arduino code, and then the whole thing runs – including water flowing down terrain, weather, day/night and a thermal view of the parts.
The video shows a small project (reaction game, one Arduino) and a bigger one (garden irrigation with 3 Arduinos talking to each other over serial).
Tech side: plain three.js r170, no framework, no build step. Water is a heightfield sim, CSG for trenches, BVH for picking. Runs fine on most laptops, phones are a struggle.
It's an early prototype, so curious what you think – especially about performance and how it looks.
https://test.betting-chess.com/?von=threejs (sorry for the weird domain, it's just a test server I had lying around) It works best on PC.
r/threejs • u/ExpressCarry5502 • 21h ago
I have been learning webgl and threejs over the year thinking to make threejs learning app to help the beginners actually make the web apps and games. Is it worth it?
r/threejs • u/objectorientedman • 1d ago
I developed a CSS3D renderer almost 10 years ago, and since many CSS and JS features got stabilized and introduced since then, I modernized it now.
It supports textures and can render triangles too, and allows you to export a scene to HTML+CSS
Check it out!
r/threejs • u/Nikos_prinio • 1d ago
Tsuji's new biped motion node lets you design your character's walk and run styles. Once set up, the character can be pushed around with natural motion recovery. A route mode allows walking along a path while smoothly blending into custom poses on demand.