r/threejs

▲ 184 r/threejs+5 crossposts

I recreated an entire apartment in Three.js from an actual listing

Made this in one shot using the so called "Gauntlet Loop" by Matt Shumer in Opus 5. It took nearly 30 hours until I decided to stop before it ate up my whole weekly usage limit, but, although it still not perfect compared to the actual photos, the results was beyond impressive given that it didn't even have a proper floorplan to decide where each room should be located.

For instance, this is the listing I got the reference images from: https://loft.com.br/imovel/apartamento-rua-voluntarios-da-patria-santana-sao-paulo-3-quartos-123m2/2nbuxwj3

If anyone wants to roam around it, I uploaded this demo here: https://apartment-threejs.vercel.app/ . There's still some minor performance and UI issues I need to work on, so beware that for Ultra settings it's taking ~5 minutes to load everything and it might cause some freezes meanwhile, but nothing that will crash your PC. It also works on mobile with a far better performance, since it's detected mostly on Medium settings.

u/arsnotfears — 14 hours ago
▲ 392 r/threejs+2 crossposts

i used threejs to make a 3d interactive edition of an ancient zen book

The Gateless Gate is a collection of 49 koans, short cryptic stories about Zen Buddhism from 13th century China. It's one of the strangest books ever written and one of my favorites. I decided to give it a major modern upgrade.

https://killedbyapixel.github.io/GatelessGate/

The concept was to create a custom 3D scene for each koan that demonstrates it in a visual way. I went with a super minimal ancient scroll look, but each page has a red accent object that responds in some way when you touch it.

There's a debug panel you can open by pressing HOME, which lets you play with the settings (press HOME again to close it). The rendering uses depth edge lines for the outline effect, and there are a lot of other pieces in there (paper shader, grass, water, ocean).

This is also an experiment in generative art. Nothing is downloaded: every model, scene and sound is built by code when the page loads, so the whole thing is about 1.5 MB. There are 45 models in the kit and most of them are created procedurally. The 5 animals share a quadruped rig, trees grow from a recursive branching function, grass is a noise field, and so on. The soundscape is generated the same way, with no samples anywhere: wind, bells, chimes, rain and ocean, all created in real time.

This was a really fun project to work on and different from stuff I have made before. It was a ton of work but it feels good to see my vision realized, and I hope people enjoy it.

Code: https://github.com/KilledByAPixel/GatelessGate

u/Slackluster — 24 hours ago

Is there a free Three.js building designer?

I feel like I've seen just about everything on this thread, except a tool for creating structures that can be exported. Does anyone know of one or have a repo? It would surprise me if someone hasn't vibe coded a good tool for creating 3d houses.

reddit.com
u/Bitwizarding — 1 day ago
▲ 19 r/threejs

I made a three.js game you can't play — 24 box-people fight over money and you just watch

It's a village of 24 box-people who fight over coins, rob whoever they knock down, and build huts that grow into castles. You don't play it — you click a name in the ranking and follow that villager around.

Some notes:

  • three.js 0.170 + Rapier. The characters are capsule colliders, not boxes. Box bottoms kept catching on the voxel seams and burying legs in the terrain.
  • Terrain is a 96x96 voxel grid: fBm + domain warp + a height spline (plains vs mesas), with ridged noise on top. Villagers who hit a cliff they can't climb dig it into a staircase, and the routes they walk get trampled into paths that speed them up.
  • The save is tiny because the terrain is a pure function of the seed, so a snapshot only carries what the sim changed: dug cells and trampled paths as two base64 byte planes, plus coins/HP/poses and each base's vault. ~27KB in localStorage, and it survives a reload.
  • The faces are 6-face box textures built from a single photo. Nine of the ten demo villagers are fictional people an image model invented. The tenth is me, in a suit.
  • The arms are flat stretched strips and the textures are rough up close. That part is on purpose.

Built with Claude Code.

Watch the shared world — no signup, nothing to install: https://oishoi.jugoya.ai/royale.html?lang=en

And if you'd rather be in it than watch it: sign up, give it one photo, and you get your own villager living in that same world. Free while the beta is open. Nothing is visible to anyone else until you've seen your finished villager and approved it — or deleted it.

u/AggressiveCream5117 — 21 hours ago
▲ 161 r/threejs+2 crossposts

[Open Source] I built a tool to generate creatures directly inside your game (anyCreature v1.2.0)

Hey everyone,

I just released v1.2.0 of anyCreature, an open-source tool designed to generate creatures natively within your workflow. You just drop the harness into your Agent and start prompting exactly what you want.

Repo link:https://github.com/Ariescar/anyCreature

A star on GitHub would be greatly appreciated! ⭐️
Feedback is welcome as I continue to optimize this harness.

u/Forsaken_Media573 — 1 day ago
▲ 2 r/threejs+4 crossposts

Built a $0 AI news bot that turns 7 RSS feeds into a daily digest what's your news workflow?

I built a $0 AI news bot and it quietly replaced my morning scroll.

It pulls 7 RSS feeds (Hacker News, Google AI blog, Hugging Face, Lobsters, The Hacker News, Open Source blog), filters out the noise, summarizes the stories actually worth reading, and posts a clean daily digest to a Discord channel. Runs on a cron job on a free-tier server. I haven't manually hunted for AI news in weeks.

The boring-but-useful parts:
- Dedup the same story hits 5 feeds; it picks the best source and drops the rest
- LLM summarization 2-3 sentence summaries instead of headline spam
- Self-healing if a webhook dies it recreates itself; if a feed times out it skips gracefully
- Public archive every digest gets published to a free static site: https://apexnexus.site

Total cost: $0. Total upkeep after day one: basically zero. I also write up the blueprints behind these automations on the site (the self-healing webhook writeup got the most attention).

So what's your news workflow? Still scrolling feeds, or have you automated it too? Curious what setups other people run.

u/Positive-Ad3618 — 1 day ago
▲ 62 r/threejs

App transforms midi and musicxml into tabs (guitar stuff)

I know it looks a bit cursed and still in development but maybe someone might like.

I accept song wishes

u/Dramatic-Web-9635 — 1 day ago
▲ 3 r/threejs+2 crossposts

I build a real-time visualizer in Three.js that turns frequency data into an interactive 3D environment.. complete social features already built in!

Over this summer of 2026, I built Sonisphere— a browser-based platform that turns music into an interactive 3D environment.

Think about it like Soundcloud with a built in visualizer.

  • Frequency affects the visual environment
  • Volume drives scale, density, and movement
  • Bass / mids / highs can control different colors
  • Audio is rendered as an interactive 3D space
  • You can customize colors, effects, camera behavior, etc.
  • Playlists and visual configurations can be shared
  • There are synchronized listening/visualization rooms
  • You can create short audio/visual clips from sessions

The pipeline is roughly:

Audio → Web Audio API → FFT → WebAssembly DSP/Web Workers → real-time data → React Three Fiber → Three.js/WebGL

🔗 https://sonisphere.dev

I'd really love feedback on the actual experience!

u/Fun_Term4757 — 1 day ago
▲ 229 r/threejs

full real-world terrain with physics, 4x4s, mountain bikes, quads, trailers, etc.

little development snapshot of what I'm working on. full real world terrain, 4x4s, mountain bikes, quads, etc. as you'll see, there are some bugs (had to disable a flying trailer mid way through) but overall getting pretty fun to play. forgot to record with sound. I'll add some other videos with sound.

u/theshanergy — 2 days ago
▲ 59 r/threejs

One still photograph that never moved has become a fully alive, controllable 3D character in pure Three.js code - full geometry, skeleton, animations, every part editable.

Built with img2threejs. No Blender. No GLB. Just native code you own.I spent a full day on it. Does this feel more satisfying?

u/Feisty-Scheme-8356 — 2 days ago
▲ 54 r/threejs

Interactive solar system in Three.js — real maps, Kepler orbits, camera hops

Built Cosmic Atlas in Three.js.

Real Solar System Scope maps (CC BY 4.0), Kepler orbits, GSAP camera hops, Earth day/night.

Video attached — live:

https://threejs-ruddy-six.vercel.app

u/yash2828_ — 2 days ago
▲ 320 r/threejs+4 crossposts

My traffic game you've seen here before is coming to Steam - page is live today!

Hey r/CityBuilders! Some of you have followed Traffic Architect since I posted the first version here about 5 months ago - a traffic management game I've been building solo, free in the browser. Since then it's passed 140k+ plays with a 9.2 rating on CrazyGames, and the most common request by far was "put it on Steam." So - the Steam page went live today:

https://store.steampowered.com/app/5028050/Traffic\_Architect/

The Steam version isn't a port, it's a big expansion of the game:

- Much bigger maps - up to 18×18 km (the whole web map is 6×6)

- Highways and multi-level interchanges

- Public transport (revealing details over the coming weeks - it's the biggest thing I've built)

- Congestion heat-map, turn restrictions, smarter traffic light control

- Map editor with Steam Workshop support

- Full stats - 20+ live charts tracking your city

The web version stays free.

If you enjoyed the game or the posts here, a wishlist genuinely helps a solo dev more than anything else right now.

Happy to answer anything about the game or what's coming and thank you for previous feedback!

u/Grenagar — 3 days ago
▲ 25 r/threejs+1 crossposts

BLOOD MOON; a threejs experience [sound on]

yes that is Vergil's chair.

[work in progress]

This is a new experiment that I'm working on called Below-The-Grasslands.
what you saw right now is just a glimpse of the entire experience.

I'm triggering thunder manually using key 'U' (thunder still rumbles randomly)

This experiment is inspired from my previous experiment Above the Grassland ( above-the-grassland.pages.dev )

u/alemx-is-nice — 1 day ago

Same Three.js game prompt, two runs with different access to open-source code

Our designer ran the same prompt twice with the same model. The task was to build an original Three.js game inspired by Wind Waker, with sailing, combat, islands, water, cel shading, physics, menus, and animation.

In one run, the agent could inspect open-source implementations while working. In the other, it couldn’t.

The difference was most visible in the harder Three.js systems.

The run without that access got a browser preview up faster, but then spent more time testing and reworking collision, terrain handling, physics, and other systems.

The other run spent more time reading existing Three.js code before implementing those parts. For character collision, it looked at three-mesh-bvh implementations using shapecast and closestPointToSegment, then used those patterns in its own PlayerController. It also researched water rendering, shaders, rendering, and physics.

We stopped both after several hours. Neither finished.

In the first version, the character could move, jump, and roll, but we couldn’t collect gems, attack or charge, or access the boat. In the second, those interactions worked, including sailing between islands. Terrain handling was better, and parts of the menu were usable too.

Full write-up and session trace:

https://githits.com/blog/three-js-game-with-and-without-githits/

Video:

https://www.youtube.com/watch?v=1H1urif2srk

Disclosure: I work on GitHits. Our designer ran the experiment.

u/skvark — 1 day ago

How can I create expressive animations for a custom 3D mascot in Three.js?

Hey everyone,

I'm building a 3D Animal for an app and I'm trying to figure out the best way to animate it properly.

I have a finished character design/reference and want to turn it into a real interactive 3D avatar using Three.js + GLB/GLTF.

I need animations for:

  • 👀 Blinking and eye movement
  • 😊 Happy / smiling
  • 😈 Naughty / playful expressions
  • 🤔 Thinking
  • 😮 Surprised
  • 😢 Sad / crying
  • 🐙 Independent movement
  • 👋 Waving
  • Idle breathing/bobbing
  • Smooth transitions between expressions

The biggest challenge is facial animation and tentacle animation. I don't want to simply animate the entire model as one object. I want the eyes, mouth, eyebrows, and tentacles to move independently.

I'm fairly new to character animation, so I'm wondering what the recommended workflow is:

Blender → rig/shape keys → GLB → Three.js?

Or is there a better approach for a cute stylized character?

Also, how should I structure the GLB so that Three.js can easily trigger things like:

animal.play("happy");
animal.play("wave");
animal.play("cry");
animal.blink();

Any advice on rigging the face, movements, exporting to GLB, and controlling the animations in Three.js would be really appreciated.

I'm attaching the character reference so you can see the style I'm trying to match.

reddit.com
u/NeuralNadia14 — 1 day ago

Built in threejs using opus and codex reviewing each other - lowkey but I love this aesthetic

u/Efficient_Ad8214 — 2 days ago
▲ 37 r/threejs+2 crossposts

Made a car tuning UI that better suits how I play the game

Renders in browser using Three.js. Super snappy, instant changes, bud the graphics are not on par with main game as this is a browser based renderer.

youtu.be
u/IngenuityPrevious221 — 3 days ago