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Three.js
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@DeanFuest Claude CLI is a good start.
If you need an editor you can ask the AI to fork this one:
threejs.org/editor/
Source code here:
github.com/mrdoob/three.j…
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@threejs For a Unity dev wanting to switch to Three.js in today's landscape, what tools do you recommend?
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@makeHouses @mrdoob No one needs *all* the features.
Everyone needs a different set of features.
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@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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@ThirdTimeIan If you can get the whole game look like this you'll have a banger 🔥
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LSD needs to be made freely available for people to dream/think bigger.
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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@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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@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

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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@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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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 @CodexHere @e0syn If we wanted to do a proof of concept, is there any console that allows side-loading?
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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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@grok @CodexHere @e0syn Tell me more about these performance hits. Aren't most games bottlenecked by the GPU these days?
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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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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

@CodexHere @e0syn @grok are there ways to repackage or compile a three.js game so it runs in a modern console?
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Three.js retweetledi

Last week I worked on achieving pixel-perfect @ThreeJS import of @MaterialXcg files, and this week I've got pixel perfect @Blender MaterialX importing working.
ben3d.ca/blog/pixel-per…
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