Three.js

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Three.js

Three.js

@threejs

Making 3D easier since 2010.

Katılım Temmuz 2019
69 Takip Edilen100.4K Takipçiler
Dean Fuest
Dean Fuest@DeanFuest·
@threejs For a Unity dev wanting to switch to Three.js in today's landscape, what tools do you recommend?
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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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Nicolas Zullo
Nicolas Zullo@NicolasZu·
@threejs @mrdoob Agree and it’s going to be glorious. I just wonder when we’ll be able to match performance? Today it requires going WASM / WebGPU, hard on ECS pattern, instancing/batching… just to fight the browser memory management, its limited threading, the undirect access to GPU…
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Three.js
Three.js@threejs·
@makeHouses @mrdoob No one needs *all* the features. Everyone needs a different set of features.
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Michael Bergin
Michael Bergin@makeHouses·
@threejs @mrdoob Starting from three editor basic parity is possible today with around 1k spend and well orchestrated swarm and e2e tests. Long tail of features… unlikely
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ChineseTechBro
ChineseTechBro@ChineseTechBro·
@threejs if that's is true, then, i can help but to conjecture that in a year or three, anyone will be able to vibe-code their own web-based rendering engine in a week....
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Three.js
Three.js@threejs·
@ThirdTimeIan If you can get the whole game look like this you'll have a banger 🔥
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ian c
ian c@ThirdTimeIan·
"ChatGPT, please convert my Unity-based runtime horse model loading, animating, and texturing system to @threejs . Make no mistakes."
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Florian Hoenig
Florian Hoenig@rianflo·
@threejs I think this won't be necessary. It's way better to make your "editors" and "guis" inside the game you're making. hyper-focused on what the creative work for this very game needs. No one-size fits all.
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Studio Zamudio One
Studio Zamudio One@StudioZamudio·
@threejs I think right now we're getting close to being able to do it in a few weeks now. I saw they want to charge $210 a month for their AI-Unity subscription? What? I just finished a game and was wondering what my next project was... Hmmm....
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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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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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