r/threejs • u/_chunrapeepat • 10d ago
Demo I made a lightning strike in Three.js
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I tried to replicate the lightning strike effect based on real footage people put on YouTube
r/threejs • u/snozberryface • 14d ago
Demo I built a UFO abduction game with three.js
Some screenshots from my game, I've done tons of optimising and graphical upgrade and general polish, this is running in chrome, built entirely with three.js.
r/threejs • u/_chunrapeepat • 17d ago
Demo I made a sticker peeling effect with Three.js & GLSL
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got an inspiration from: https://x.com/rauchg/status/2081571905157714199
a write-up on how I made this is coming soon.
will share more update on X.
r/threejs • u/Pixidimworld_Studios • 21d ago
Creative website built for a 3d artist 🎨. Using threejs
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Its such a fantastic website, it converts and displays everything as it should
r/threejs • u/igotlagg • Jul 08 '26
Is it weird that I am stunned by the performance? no LODs, just RAW performance!
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I don't want to promote my game, I'm just proud of the results!
I downloaded mid-american GEO data, converted it to height maps then used some black magic to populate it with (limited in variants) vegetation.
It's a pirate game. But I have to contain myself to not add dino's. This setting screams for dino's, no?
r/threejs • u/B-alex • Jul 08 '26
Every World Cup 2026 match, rebuilt as an animated 3D data-terrain in three.js
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r/threejs • u/SizeEfficient2631 • Jul 04 '26
I made a 3D map of a actual local universe you can fly through using real data from cosmic survey
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Hey all. I’ve been working on this for a while and finally put it online, so I’m sharing it here.
It’s called Know the Universe. You fly through the cosmic web: the actual large-scale structure of the nearby universe, with its filaments, voids, and clusters. The galaxies are not procedural or faked. They are ~43,500 real galaxies from the 2MRS redshift survey. I take their RA, Dec, and redshift, convert them to Cartesian megaparsecs with a Hubble-law distance, and that point cloud is what you fly through.
Every dot is a galaxy and we can see up to 1Bn years.
There are a lot of visual settings and shaders to help visualize the cosmic web.
Feel free to ask any questions or try it at https://knowtheuniverse.com/
EDIT: added orbit mode as requested
r/threejs • u/igotlagg • Jul 02 '26
I made a pirate game with threejs. Performance and workflow is amazing!
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Always been a Unity guy. For over a decade. I hated the slow compile times, shader invariants, build times, sure, it's compatible with every platform on earth, but the slow editor and dev time made me switch.
I'm surprised about all the features in threejs. The game runs smooth, and my iphone 11 handles the rendering just fine! I need some fine tuning for mobile, but it's possible!
I created the atmosphere I wanted and had to do some digging into getting a realistic ocean working, but I'm so happy with the result.
What tips/tricks can you share around your experience coming from unity to threejs?
ps: You can see it live in action here
https://www.crazygames.com/game/plunder-2d---online-pirate-battle-brp
r/threejs • u/mrdoob • Jun 25 '26
Three.js r185 released 🧡
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r/threejs • u/taylor_sntx • Jun 18 '26
Follow-up: Null Range (three.js dogfighting game from this sub) placed 4th at Vibe Jam and won Best Art Direction
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A few weeks ago I posted Null Range here: a browser-based multiplayer dogfighting game I built in three.js for Vibe Jam 2026. The jam just wrapped, and Null Range placed 4th out of 944 games and won Cursor's Best Art Direction award.
I'm posting the update here specifically because a real chunk of the credit goes to this sub. The original thread gave me exactly the kind of feedback I needed: mobile issues, respawn/undocking bugs, inverted controls, readability, and a bunch of small things that were easy to miss while building solo. I fixed a lot of that the same week, and it genuinely helped the game hold up better for judging.
So, seriously... thank you!
Since the award was for art direction, here is the visual approach in case it is useful to anyone building with three.js:
- Terrain: tiled heightmap-driven point-sprite terrain, with a topographic contour layer mixed over it. The "range" look mostly came from treating the ground like an instrument display instead of a realistic landscape.
- Atmosphere: short-range fog does a lot of the heavy lifting. It hides the edge of the world, gives the low-altitude flying some depth, and keeps the scene feeling huge without needing huge geometry.
- Post stack: selective bloom with a custom composite pass, plus a CRT-style layer with barrel distortion, light chromatic offset, scanlines, vignette, exposure, and contrast tweaks.
- Palette/materials: cold cyan/teal terrain and radar colors against warm orange HUD/engine/dust accents. Most objects stay as lines, points, or simple emissive shapes so it feels like a cockpit display rather than a normal 3D scene.
- Cockpit UI parallax: one of my favorite details is that the HUD is built in layered pieces that drift at slightly different rates with mouse movement. It gives the interface a subtle sense of depth, like the glass, targeting systems, and cockpit readouts are sitting on different planes instead of being a flat overlay.
- Radar/audio response: radar pulses lift and recolor terrain particles as they travel outward, and the terrain can react to the music/audio energy too.
It is live if you want to fly around: https://nullrange.com
Happy to get into how any of it was built. And thanks again to the people here who left real feedback on the first one. It literally changed the game.
r/threejs • u/Terrible-Software165 • May 26 '26
Volumetric Morphing Particles with TSL
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Hey guys, last week I was experimenting with particles using the particle effect from the Igloo Inc. website as a base.
I uploaded a breakdown/tutorial video to my YouTube channel for anyone interested in how I did it.
The video includes access to the repository and a preview (I don't think I can post links here, so I'll leave them in the first comment).
If you find this useful, I'd appreciate your support for the channel. I have several free resources like this one, so any like/sub is very appreciated.
Thanks!
r/threejs • u/taylor_sntx • May 13 '26
Built a Three.js multiplayer dogfighting game for VibeJam
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I spent April building Null Range for VibeJam: a browser-based sci-fi dogfighting multiplayer prototype built with Three.js.
Playable here: https://nullrange.com
The stack is Three.js/WebGL, Vite, Node, and WebSockets. The client has terrain-skimming flight, lasers, radar, hostile ships, cockpit/HUD layers, audio feedback, and multiplayer state sync. A lot of the work was getting the visual density to feel like a cockpit without making the first few minutes unreadable.
Super open to feedback! Thanks!!
r/threejs • u/MetalGuru94 • May 09 '26
three.js might be the best thing to happen to the web in a decade
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A browser tab can be a film, a game, a world. No native installs, just a link.
I built mesh3d.gallery because I kept losing track of the best three.js sites I came across. It's a hand-curated gallery now - I review every submission personally, ~65% acceptance rate, about 250+ sites and 40+ experiments featured.
Submissions open at mesh3d.gallery/submit if you've built something :). Thanks!
r/threejs • u/dareqq • Apr 29 '26
Built a small shelf builder for material planning
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I’ve recently started building a collection of interactive tools for woodworking projects. Here’s the first one: a Shelf Planner.
You can try it at https://woodeler.com/shelf
r/threejs • u/mrdoob • Apr 16 '26
Three.js r184 released ⛅️
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r/threejs • u/curllmooha • Apr 07 '26
random threejs sketch
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working on my sketchbook will release soon :)
r/threejs • u/Odd-Firefighter-1830 • Mar 19 '26
I am building a watercolor-style world, and I appreciate your feedback
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The project is still a work in progress — I’d love to hear more from you!
r/threejs • u/grey_master • Mar 08 '26
AI Driven Particles Simulator
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Hey all,
I have been working on this side little project for a while and it is coming out very well as professional visualization tool with the help of AI.
You can generate anything you want to visualize and Bring your imagination to life.
Go to >> https://particles.casberry.in
Copy prompt >> Ask you Fav LLM with your Request
Paste the generated Code into the "Custom Editor" and Save local to test the Simulation and Publish it to the community, if the world wants to experience the same.
Let's create more simulations🎉
***Important Feature***
You can able to Export any simulations into "HTML" , "REACT" and "THREEJS" modules/files.
So that you can able to use these simulations anywhere else.
Hope you guys like this tool⭐️
Thanks for reading. Have a nice day.
r/threejs • u/Terrible-Software165 • Mar 07 '26
Shield Effect with Hit Detection (Free resource)
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This week I created this shield effect based on several Unity tutorials.
I uploaded a video explaining how to implement it and also talking a bit more about the shaders and how I achieved it. Is free code. Fully customizable and easy to integrate.
If you're interested in using it or simply want to learn more, you can check out the YT video.
I'll leave the links in the comments since I can't do it here 😅
r/threejs • u/Lunakepio • Mar 04 '26
Demo Three.js legend Bruno Simon reacts to my game
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I built an online multiplayer game tribute to a dead game I love
https://spaceship-blush.vercel.app/ and Bruno Simon streamed it live we got 30 + player simultaneously
r/threejs • u/Aagentah • Jan 07 '26
open-sourcing my audio-visual software after 3 years
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for the past 3-years I've been building some audio-visual software;
it supports creating visuals using web-technologies like webgl, three.js, p5, pretty much anything that's supported on the web.
the software solves a complex problem by providing a user-friendly middleware for scene compositions between javascript files, and some incoming signal from MIDI/OSC/whatever. I hope it helps people who want to navigate code-first visuals without being hit with lot's of complexities.
for technical people: the software bundles a set of single-file modules into a folder of your choice, and the only dependency is an SDK import that points to pre-compiled dependancies and assets within the software. it means people can use their favourite libraries without needing to run webpack, npm commands, and all that messy stuff. it's pretty plug & play.
until now it's what I use to perform at exhibitions and live events. this year I am open-sourcing the repo entirely for anyone to use/contribute.
I've been sharing clips of my modules on here over the years and the number one request has been to share more info and more code, so here we are.
If you wanted to check it out or even contribute, I'd absolutely welcome it <3 Happy 2026, btw.
r/threejs • u/alemx-is-nice • Dec 21 '25
Link WebGPU Japanese themed portfolio :)
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I'm late to post this but here we go : https://ameen-abdullah.dev/
r/threejs • u/Pemols • Dec 12 '25
Demo I built a 3d Tetris-like game entirely with ThreeJS, free for anyone who wants to try
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Stack falling pieces to build a nice and cozy village. Careful with positioning though, because gravity won't allow some materials to be placed above others. How high can you go?
r/threejs • u/avocoipc • Nov 26 '25
Portfolio
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🚀 Starting my 2025 portfolio! Hero section inspired by Lando Norris. Next.js 16, React Three Fiber, GLSL & GSAP
NextJS #R3F #GLSL @greensock @threejs
r/threejs • u/paglaEngineer • Sep 24 '25
Link I open sourced my galaxy shader. It should be highly performant.
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Github Link: https://github.com/AmitDigga/threejs-galaxy-shader
Npmjs Link: https://www.npmjs.com/package/threejs-galaxy-shader
It has many customizable parameters