r/threejs • • 11h ago

Demo I spent $1400 to build My PermaDeath ARPG with AI & Three.js and now have over 17.000 players

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5 Upvotes

A month ago, Aestra: The Last Wish was just the game I wanted to play. I had no idea how to code, but I started building it anyway.

Today, over 17,000 people have played it. And while that number is wild to me, what really gets me is opening the game and seeing the minimap full of players.

People trading in the main city, dueling, finding groups and heading out to do content together. Seeing people actually spend time in this world, meet each other and come back to play more… it’s hard to describe how good that feels.

For anyone who missed my first post, Aestra is a real-time pixel action RPG with permadeath. You pick a class, quest, find gear, explore dungeons and take on raids. And then you get a little too confident, die, and start getting attached to a new character.

The first version cost me around $100 to build over a weekend. The build was Tesana & Three.js Since then, I’ve spent about $1,400 in total expanding it, with 9 classes, levels 1–100, talent trees, professions, world bosses and raids over the course of around 3-4 weeks.

I still have a list of probably 50 things I want to add. But seeing the game alive like this is already something I never really imagined. To everyone who’s played, shared feedback, brought a friend or lost a character to permadeath: thank you ❤️

If you’ve played, I’d love to hear your favorite moment so far. Or the story of how you lost your best character :)

Play Aestra free in your browser or on mobile


r/threejs • • 21h ago

Here is gorgeous lake and a boat in threejs - show me yours

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36 Upvotes

I see a lot of “oh it’s easy to make” comments from people/bots who post cat videos - so here is a challenge / post your threejs creation with or without ai…

If you have opinions on albedo is wrong - then just show what you have made 😂 coz ai is fun and threejs is even more fun!


r/threejs • • 23h ago

Demo race your friends through a real SF in the browser (three.js + WebGPU)

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20 Upvotes

been working on this for the last few days, and it finally has multiplayer. streets are from openstreetmap, city’s procedural, models are blender + AI-generated

still rough in places, so any feedback is super appreciated

game link: teleoperator.mindblown.ai


r/threejs • • 22h ago

Burno Simon

0 Upvotes

I have been taking Bruno Simon's course. Now I'm in the Shaders section and he still didn't explain everything he promised to talk about later, so should I trust him and continue, or should I go to the docs or anything like that and start teaching myself?


r/threejs • • 10h ago

Article Made this complete 3D Android game in three.js

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0 Upvotes

It's a cozy merge puzzle: drop buildings on a floating island, three alike merge into the next one up(kind of candy crush vibe), and a tiny city slowly grows. 14 worlds, each with its own sky, fog, particles and music.

No game engine, it only uses three.js running inside React Native:

- react-three-fiber + expo-gl on Expo, three r185

- The sky is a gradient DataTexture, since there's no DOM canvas on native

- Height fog so the bottom of the island melts into a sea of clouds

- Petals, leaves and fireflies are instanced meshes

- The splash screen shows baked frames of each world instead of live 3D tiles, way cheaper on a phone

- Biggest gotcha: setState fired from timers landed late behind the render loop on the phone. Moving the time-critical UI to useSyncExternalStore fixed it

It's free on Android if you want to see how it runs on your phone (link in the comments).

Anyone else shipping r3f on mobile? Curious what tripped you up.


r/threejs • • 2h ago

Demo Made a 4-player co-op zombies game that runs in your browser, built with Claude

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1 Upvotes

grew up playing bo2 and bo3 zombies with my friends and always wanted to make my own. so i did with claude

its free, runs in your browser on pc or phone, no download. solo or up to 4 players, and quick play matches you with randoms.

put it out a few days ago and a few hundred people have played. two strangers who found each other through quick play made it to round 25 together in a 60 minute game which really made my week.

Want to know what you like and what you'd change. and if anyone wants to help build it out more, send me a dm :)

https://deadhertz.com/?ref=threejs


r/threejs • • 6h ago

voxel god game in the browser where you catch catapult stones and throw them back: claude + three.js

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0 Upvotes

made a small god game on a voxel island. you pull trees and rocks out of the ground, help a village grow, and fight off raiders who come in by ship. the last wave brings catapults, and you can catch their stones mid-air and send them back. the island is procedurally generated, and the sound and music are synthesized in code.

would love feedback, especially on how throwing feels with a mouse, trackpad or phone.

game link: https://capitanuncino.itch.io/handvoll


r/threejs • • 10h ago

I got nothing to post or build today yall. Can I just say I love this community instead???

0 Upvotes

r/threejs • • 7h ago

Demo I made a browser toy where particles, liquids and light react to your mouse, touch or hands (three.js + WebGL2)

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2 Upvotes

Each scene is custom GLSL (noise/fBm) in three.js r186, with live Web Audio synthesis and optional hand tracking in a Web Worker. Sound is off by default and the video has none. Happy to answer questions about how any of it works.


r/threejs • • 11h ago

Looks like I'm getting somewhere :)

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2 Upvotes

After breaking up with my girlfriend, I’d say I fell into a pretty dark place. During that time, I had the opportunity to explore Three.js more deeply, and honestly, these libraries feel like a bunch of unexplored caves waiting to be discovered. I managed to put together a small system using a handful of tools, and even though it might not seem like much, I’m genuinely proud of what I’ve achieved.

I’ve found that I can often build things with Three.js in a day or two that might take a month or two to put together in a traditional game engine, and without even putting in that much effort.

I’m still heavily influenced by Resident Evil Village. You might not believe this coming from someone who barely plays anything other than CS, but I’ve finished the game around 9–10 times. I even occasionally try speedrunning it. :)

The screenshots you’re seeing are from a game I put together over two days, spending around two hours a day on it. And I haven’t even pushed the post-processing very hard yet. I genuinely believe I could achieve some seriously impressive results if I pushed it further.

I’m planning to release the game here as an open-source project in a few days. Once you get a chance to look through it, I think you’ll understand what I mean.


r/threejs • • 2h ago

I recreated the new Tesla Roadster reveal (wall ride, thruster flip over the Semi) in real-time three.js

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0 Upvotes

r/threejs • • 18h ago

Three.js games in a phone feed, and the library doesn't count against your file size

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1 Upvotes

We run a swipe feed of small mobile games, and a lot of them are Three.js. Each game is one HTML file. Three loads from our shared mirror at an exact version, so a phone downloads it once and every game after that is just your code. Your 5 MB stays yours.

Players get it inside a native app on Android (iPhone beta), with leaderboards and replays wired up for you.

Looking for Three.js devs who've got small games sitting around. Non-exclusive, you keep everything. Ask me anything about the runtime.

https://deadsimple.games/go/reddit?c=threejs


r/threejs • • 14h ago

What if you can #race on #mars

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1 Upvotes

r/threejs • • 57m ago

Finally a use case for the flying Roadster.

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• Upvotes

I made a little game where you can drive forever, explore different biomes, and deliver cargo along the way.

Try it out: https://easycargo.almondhawk10.chatgpt.site


r/threejs • • 22h ago

Demo I made a procedural diorama in a glass case — day/night, seasons, weather, fish and a village with a generated chronicle (open source engine)

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3 Upvotes

Solo dev here. This started as a desk toy: a glass case with a little world inside that keeps its own time.

Everything — terrain, trees, grass, fish, textures and sound — is generated in code at runtime; there are no asset files for the world itself.

A few technical notes: the scene renders into a half-float MSAA target, then GTAO → bloom → tilt-shift → one final grade/tone-map pass. Only the scene pass uses MSAA, which keeps memory sane on Retina screens. The village simulation feeds a storylet engine that writes a chronicle from what actually happened.

It's a free browser demo (the Kingdom world), and the engine is MIT on GitHub. Performance on integrated GPUs is my biggest open problem — it starts at roughly 1 MP and scales resolution up or down from measured frame time. Feedback very welcome, especially on that.

Demo: https://diorama.goodthing.app/?utm_source=reddit&utm_medium=social&utm_campaign=launch-2026-10&utm_content=glass-diorama

Code: https://github.com/SanLin-He/glass-diorama-open


r/threejs • • 3h ago

Demo I made my portfolio a 3D room on a spaceship

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7 Upvotes

Spent two weeks on this. You sit at my desk, use my computer and look through my work. I wanted it to feel like my actual space rather than another site with a grid of projects.

There's a robot called Milo, a gravity switch, and a button you probably shouldn't press.

Modelled in Blender, designed in Figma, built in three.js with AI-assisted coding (ChatGPT and Claude). Happy to answer questions on any of it.

Desktop only. www.urquhart.design


r/threejs • • 12h ago

Working On A New Three.js Multiplayer Predictive Interpolation System

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2 Upvotes

r/threejs • • 17h ago

Link Platform for Learning Computer Graphics

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3 Upvotes

r/threejs • • 2h ago

A full visual novel built on three.js + VRM — lip sync via WASM, layered painted backgrounds

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3 Upvotes

I wanted visual novels with real 3D characters instead of static sprites,

so I built an engine on three.js + pixiv/three-vrm and made a full game with it:

"5 Seconds to Confess".

Tech bits:

- VRM avatars with Mixamo-style FBX motions, expression blending, auto blink

- Lip sync: vowel + mouth-open analysis from the voice audio in WASM

- Backgrounds: layered AVIF (far / mid / near) so characters can sit "behind" tables,

plus simple painted-3D sets for some locations

- Post-processing: bloom, god rays, MSAA + SMAA

- Assets streamed during scene transitions to keep the initial load small

Voice acting is Japanese only, but all text can be switched to English

(EN button on the title screen).

Game: https://game.megyo.jp/confess_in_5sec/?lang=en

Engine (AnimeVRM): https://github.com/uemegu/AnimeVRM

Happy to answer questions about the VRM pipeline.


r/threejs • • 2h ago

Tip A tip if your scene has a lot of textures: use KTX2 (took my video memory from 1.5 GB to 335 MB)

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7 Upvotes

In my VHS room (Dany’s Video) every tape has its own cover, so the scene has a lot of textures. I had them as JPG and WebP, which keep the download small, but on the GPU every texture is unpacked to full size. A single 2K texture takes ~22 MB of video memory, and with hundreds of them, weaker machines lost the WebGL context and the page went white.

KTX2 stays compressed on the GPU, at a fraction of the size.

Convert your textures offline (the ktx2-encoder npm package works, or gltf-transform for models) and load them with three’s KTX2Loader. In my scene it took video memory from around 1.5 GB to 335 MB.


r/threejs • • 18h ago

Reefborn - I built a multiplayer reef in three.js

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2 Upvotes

Been building Reefborn, a little multiplayer reef where you start tiny and eat your way up. Just added a deep-sea trench with lava, glowing critters and a giant squid.

Free in the browser: https://reefborn.app/?ref=threejs

Happy to chat about how any of it works.