▲ 28 r/threejs

New Parametric 3D Kit Release: Steampunk Farm

  • 60+ assets, 600+ parameters. Every model is a program, not a mesh you're stuck with, thousands of combinations
  • AI-native: Your agent can browse and build over MCP. No install, no download
  • Web editor to create and edit your scenes.
  • Different seasons and night mode.
  • Extrmely performant

Polyfork 3D assets are tiny programs that you can download as .ES Modules (or .glb) giving you total control over the different aspects that can be edited: shape, color, stories, wheels, legs, accesories, and more!

Get it now and the rest of the assets, over half of them for free -> https://polyfork.dev

u/lucas-martinic — 5 days ago

500+ 3D assets!

We are celebrating our library becoming 500+ 3D assets big! And we are celebrating it by making half of it free for everyone.

Each model is a program, with different sliders you can tweak, so each model has hundreds of variations.

polyfork.dev

u/lucas-martinic — 7 days ago
▲ 17 r/threejs

Threejs IK (Inverse Kinematics)

I've been working on implementing IK with Three.js for Polyfork models that could benefit from it, and it's really paying off.

Now non-humanoid models that have legs and arms can have programmatic animations, and it's included in the model's code!

Also agents are aware of it now through API/MCP 🤖

You can try here: https://polyfork.dev/asset/rooted-gantry-arm-f35c8f

u/lucas-martinic — 8 days ago
▲ 117 r/threejs

New Parametric 3D Kit Release: Little Tokyo

  • 40+ assets, 400+ parameters. Every model is a program, not a mesh you're stuck with, thousands of combinations
  • AI-native: Your agent can browse and build over MCP. No install, no download
  • Web editor to create and edit your scenes.
  • Different seasons and night mode.
  • Extrmely performant

Polyfork 3D assets are tiny programs that you can download as .ES Modules (or .glb) giving you total control over the different aspects that can be edited: shape, color, stories, wheels, legs, accesories, and more!

Get it now and the rest of the assets, almost half of them for free -> https://polyfork.dev

u/lucas-martinic — 12 days ago
▲ 1.0k r/augmentedreality+3 crossposts

14/10 Mario64 in Mixed Reality!

I had to jump into this train, porting old games into newer platform is becoming easier and cheaper than ever with AI, would love to see Nintendo or Playstation doing original, modern remakes!

BTW if you're into building 3D stuff like me, I'm building this polyfork.dev

u/lucas-martinic — 15 days ago
▲ 81 r/threejs

I'm building the biggest library of "living" 3D assets!

I have been obsessed with 3D since the first time I played an N64. And now that I work in the 3D field, more and more of that work lands on the web, and every month in three.js makes me more sure that is where 3D is going. No install, no store, no launcher. You send someone a link and they are already inside it.

Which is why the asset problem drives me up the wall

Every marketplace sells you the same thing: a frozen mesh. You buy a wooden watchtower, you get exactly that watchtower. Wrong height for your scene? Open Blender. Wrong palette? Open Blender. Need it 20% shorter and with a square cabin instead of an octagonal one? That is not a setting, that is an afternoon. You did not buy an asset, you bought a photograph of one.

So I started building the library I actually wanted

Every asset is a small program, not a file. It ships as a JavaScript module with knobs on it. The watchtower has a height knob, and turning it does not stretch the mesh, it rebuilds the tower: more bracing bays, more ladder rungs, at the same timber section. A colourway knob. A knob for how many sides the cabin has. One asset, roughly 950 configurations, and you pick yours with a slider instead of a modelling session.

You can turn the knobs on the site, or import the module and turn them in your own code, or just download a GLB of the exact variant you configured. It is flat-shaded low-poly, real-world scale, and it works in three.js, Unity, Godot, Blender, anything that reads glTF.

There is a side effect I did not fully expect. Because every asset publishes a typed schema of its own knobs plus a plain-language description of what they do, an agent can read the catalogue and build a scene from it without a human picking files. "Build me a small forest, then a medieval village around it" genuinely works. That was a nice-to-have when I started and it is now one of the main reasons I think this is worth doing.

Where it is at right now, honestly:

- 270 assets published, 133 of them in the last week

- 118 of those are free, no account needed

- 8 themed kits in production

- Built solo, vanilla PHP and SQLite, no framework, no investors, no team

- Revenue so far: one sale. Which is one more than last month, and I will take it.

What I actually want to build. The biggest code-based 3D library on the internet, and probably the first one, since as far as I can tell nobody else is selling assets as programs rather than files. That is a stupidly large goal for one person and I am aware of it. The plan is boring: keep shipping 100+ new assets a week and do not stop.

The part where I ask for something

I opened 100 founder seats. One fee, no subscription, and it gets you every asset and every kit that exists plus everything I build from here, for as long as I keep building it. Whatever you download stays yours forever, no strings, use it commercially. When the 100 are gone I am not offering it again.

All the money raised from the founder seats go directly to scale up the production of assets, so 100 assets a week can become 200, 500, 1000.

And if none of that appeals, the 118 free assets need no account and no card. Take them, use them, tell me what is broken.

polyfork.dev

Happy to answer anything about the technical side. The "a size knob must rebuild, not scale" rule in particular took me a few painful passes to get right, and I am still finding assets that got it wrong.

u/lucas-martinic — 20 days ago

I'm building a library of "living" 3D assets!

I have been obsessed with 3D since the first time I played an N64. And now that I work in the 3D field, more and more of that work lands on the web, and every month in three.js makes me more sure that is where 3D is going. No install, no store, no launcher. You send someone a link and they are already inside it.

Which is why the asset problem drives me up the wall

Every marketplace sells you the same thing: a frozen mesh. You buy a wooden watchtower, you get exactly that watchtower. Wrong height for your scene? Open Blender. Wrong palette? Open Blender. Need it 20% shorter and with a square cabin instead of an octagonal one? That is not a setting, that is an afternoon. You did not buy an asset, you bought a photograph of one.

So I started building the library I actually wanted

Every asset is a small program, not a file. It ships as a JavaScript module with knobs on it. The watchtower has a height knob, and turning it does not stretch the mesh, it rebuilds the tower: more bracing bays, more ladder rungs, at the same timber section. A colourway knob. A knob for how many sides the cabin has. One asset, roughly 950 configurations, and you pick yours with a slider instead of a modelling session.

You can turn the knobs on the site, or import the module and turn them in your own code, or just download a GLB of the exact variant you configured. It is flat-shaded low-poly, real-world scale, and it works in three.js, Unity, Godot, Blender, anything that reads glTF.

There is a side effect I did not fully expect. Because every asset publishes a typed schema of its own knobs plus a plain-language description of what they do, an agent can read the catalogue and build a scene from it without a human picking files. "Build me a small forest, then a medieval village around it" genuinely works. That was a nice-to-have when I started and it is now one of the main reasons I think this is worth doing.

Where it is at right now, honestly:

- 270 assets published, 133 of them in the last week

- 118 of those are free, no account needed

- 8 themed kits in production

- Built solo, vanilla PHP and SQLite, no framework, no investors, no team

- Revenue so far: one sale. Which is one more than last month, and I will take it.

What I actually want to build. The biggest code-based 3D library on the internet, and probably the first one, since as far as I can tell nobody else is selling assets as programs rather than files. That is a stupidly large goal for one person and I am aware of it. The plan is boring: keep shipping 100+ new assets a week and do not stop.

The part where I ask for something

I opened 100 founder seats. One fee, no subscription, and it gets you every asset and every kit that exists plus everything I build from here, for as long as I keep building it. Whatever you download stays yours forever, no strings, use it commercially. When the 100 are gone I am not offering it again.

All the money raised from the founder seats go directly to scale up the production of assets, so 100 assets a week can become 200, 500, 1000.

And if none of that appeals, the 118 free assets need no account and no card. Take them, use them, tell me what is broken.

polyfork.dev

Happy to answer anything about the technical side. The "a size knob must rebuild, not scale" rule in particular took me a few painful passes to get right, and I am still finding assets that got it wrong.

u/lucas-martinic — 20 days ago

I got quoted USD350 for an interactive demo of my own app, so I built the version I actually wanted

I wanted one thing: a demo on my landing page people could actually click.

Supademo, Navattic, Storylane are all good products. But their cheap tiers ($38 to $40/mo) give you screenshot slideshows, static images with hotspots painted on. A real capture of your actual HTML, where the prospect clicks your real UI, is the enterprise tier: $350/mo on Supademo, $500/mo on Navattic and Storylane, mostly with annual commitments.

So the affordable plan skips the interesting feature. That annoyed me into building Pitchframe.

It captures your whole app once. A headless browser click-crawls it and builds a state graph: every screen is a frozen copy of the real DOM, every click is an edge between two screens. Takes about five minutes, no extension.

Everything derives from that one capture. A free-roam sandbox is a slice of it, a guided tutorial is a path through it, a video is that path with a cursor. App changes, you re-capture, they all update.

The AI does two jobs. During the crawl it labels every screen, so the graph knows "Payments, empty state" rather than "node 14". Then you make a tutorial by just typing the goal: "show a new user how to invite a teammate". It picks the path, writes the dialog for each step, done in seconds. Nothing is re-recorded, because the screens already exist. It is routing through a map it already has. All editable afterwards.

Free forever for one product, $29/mo flat for unlimited. Real HTML capture is on the free plan, since gating that is what started this.

The demo on the landing page is made with the tool, so you can judge it by using it: https://pitchfra.me

Feedback I actually want: which apps does the capture fail on? That step is where it wins or falls flat.

u/lucas-martinic — 26 days ago

A competition where your entire entry is one prompt and its outcome. No edits, no retries, sealed until the results.

Most prompt work is iterative: you nudge, re-roll, chain. I wanted the opposite constraint: can you compress your whole vision into a single prompt that a model executes once?

So: one prompt → one model → one shot. That output is your entry. No do-overs. The prompt runs server-side (your key, encrypted, used once, deleted) and we hash prompt + output so it's a provable single shot. Prompts stay sealed until the end, then get revealed, so the interesting part afterward is reading how people structured a single prompt to get something rich out in one go.

It's a pure test of prompt design under a hard constraint. No token limit on the prompt, write as much structure as you want, but you only get the one execution.

(There are prizes + a SIGGRAPH showcase, but for this sub the fun part is the constraint.) Free to enter, any model.

oneshotchallenge.ai Genuinely curious how you'd approach a one-shot prompt for something complex. What's your strategy: heavy spec up front, or lean and trust the model?

u/lucas-martinic — 1 month ago

You code as usual. A cat logs your development (my new desktop pet)

My hobby project is turning now into a desktop app that runs locally on your machine. mydev.cat is a cute cat that lives in your desktop, taking notes of your development, writing reports, and making shareable content as you work normally!

Again, I made this because I needed it for my daily development work to make reports of any given day/year, but nowadays it's just so fun to me to design products and think on the ways it can become valuable for other people.

Download here: mydev.cat

u/lucas-martinic — 2 months ago