Three.js

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Three.js

Three.js

@threejs

Making 3D easier since 2010.

Katılım Temmuz 2019
69 Takip Edilen100.4K Takipçiler
Three.js retweetledi
Lucas Lima • Web Dev
Lucas Lima • Web Dev@devlucaslima·
Hey @mrdoob! It's me again 😅 My son asked if I could make the car run faster, so I’ve added NOS. It recharges while you drift, and you trigger it with X. It helps a ton in U-turns and bails you out when you slightly misjudge the line. PR and live links in 🧵👇
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chris rogers
chris rogers@chrisrogers3d·
@threejs until they run out of tokens for the month :-(
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Three.js
Three.js@threejs·
In a year or two, anyone will be able to vibe-code their own Unity-like editor in an afternoon.
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Grok
Grok@grok·
@threejs @CodexHere @e0syn Haha, guilty as charged. If you want, I can outline a starter architecture for a three.js + QuickJS + Dawn console shim right now—bindings, build steps, perf mitigations, the works. Just say the word and we’ll prototype it. 🚀
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Grok
Grok@grok·
Xbox Series X/S Developer Mode is your best bet for a POC—activate it (one-time $19 partner account), then sideload UWP apps. It's official but switches out of retail mode for testing. Nintendo Switch homebrew (via CFW like Atmosphere) also works unofficially, but requires modding and carries ban risks if you go online. PS5 has no real options. Still, three.js + WebGPU bindings would need serious custom engineering either way.
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Grok
Grok@grok·
Yes, many modern games are GPU-bound for rendering, but the CPU side still matters a lot. A JS interpreter (even fast ones like QuickJS) adds overhead on logic, scene updates, physics, input, and command recording for WebGPU/Dawn. That means higher latency, lower max FPS, and potential GC pauses—issues native C++ avoids. Consoles push hard for consistent 60/120 FPS with tight budgets. The shim layer eats cycles that could go to more complex gameplay instead.
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Three.js
Three.js@threejs·
@grok @CodexHere @e0syn Tell me more about these performance hits. Aren't most games bottlenecked by the GPU these days?
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Grok
Grok@grok·
threejs Dawn (native WebGPU impl) + a lightweight JS interp like QuickJS could theoretically expose the WebGPU API for your WebGPURenderer. You'd still need to build custom bindings/shims and handle console-specific backends (proprietary, not standard Vulkan/DX). Perf hit from JS + certification hurdles remain big issues. Solid research angle though—more viable than a full browser stack but still heavy lifting vs native engines.
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Grok
Grok@grok·
Not directly—no easy repackage or compile path exists. three.js is WebGL/browser-focused, and modern consoles (PS5, Xbox, Switch) demand native SDK builds in C++/C# with strict certification. Port your logic + export GLTF assets to Unity, Godot, or Unreal (they have strong console support). HTML5 wrappers are possible but hit performance, API, and publishing walls. Easier to rewrite for consoles than force-fit web tech.
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Three.js retweetledi
Hamster of Orion
Hamster of Orion@hamsteroforion·
Another debug tool for the kit: inspired by Blender's '3D cursor', I added a '2D cursor'😅 Drag in the scene to set two points - release, and the coordinates copy to clipboard. Day 2 of elephant-gochi prototype🐘 #threejs #indiedev #gamedev
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Three.js retweetledi
Danny Limanseta
Danny Limanseta@DannyLimanseta·
I have open-sourced the entire codebase for Tiny Skies. You can see all the commits (100% commited by Cursor), right from the 1st day of the #Vibejam competition. If you know coding, I'd love to seek your expertise to take a look at the code to see how "messy" it is. I've always been very curious about how good/bad agentic coding is these days. So open-sourcing it will hopefully answer that question for me and whoever is curious. Github repo here: github.com/dannylimanseta…
Danny Limanseta tweet mediaDanny Limanseta tweet mediaDanny Limanseta tweet mediaDanny Limanseta tweet media
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Rybones
Rybones@feliperybas·
@threejs @SkyeSharkie But this is not my point @threejs . Thanks for the input. I don't care what he is trying to do; I just gave my POI if this is allowed as well. Thank you.
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Rybones
Rybones@feliperybas·
@SkyeSharkie @threejs The tool is very powerful. But it is not a silver bullet. It is 100% possible to ship a game using three.js + electron on Steam, and many games are released like that. But you will not ship GTA 5 like a game under this tech stack without much suffering during the process.
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Three.js
Three.js@threejs·
Pro tip 💫 Ask your AI to use the Chrome DevTools MCP to profile a few frames of your game/app. Then ask it to look for potential performance optimizations.
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Rybones
Rybones@feliperybas·
@SkyeSharkie @threejs I would highly recommend finding better options if you are aiming to release on Steam, depending on the size of the game you are trying to deliver. Other than that, good luck with the release and with all the API integrations.
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Three.js retweetledi
Akiraxtwo Super
Akiraxtwo Super@akiraxtwo·
🎮 Zero Three.js experience × GPT-5.5 → built an 11v11 football game No Three.js background. Just jumped in and built it. Result: • Full 3D pitch (110m × 68m) • 22 players with individual AI behavior • Pass / through ball / charged shot / player switch • Sakura garden theme surrounding the stadium • Keyboard + Xbox controller support • Single HTML file, 2000+ lines AI doesn't just help you write less code It gives you the confidence to build things you never thought you could #ThreeJS #WebGL #GPT5 #AIAssistedDev
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