Three.js Builder
A focused skill for creating simple, performant Three.js web applications using modern ES module patterns.
Philosophy: The Scene Graph Mental Model
Three.js is built on the scene graph—a hierarchical tree of objects where parent transformations affect children. Understanding this mental model is key to effective 3D web development.
Before creating a Three.js app, ask:
- What is the core visual element? (geometry, shape, model)
- What interaction does the user need? (none, orbit controls, custom input)
- What performance constraints exist? (mobile, desktop, WebGL capabilities)
- What animation brings it to life? (rotation, movement, transitions)
Core principles:
- Scene Graph First: Everything added to
scenerenders. UseGroupfor hierarchical transforms. - Primitives as Building Blocks: Built-in geometries (Box, Sphere, Torus) cover 80% of simple use cases.
- Animation as Transformation: Change position/rotation/scale over time using
requestAnimationFrameorrenderer.setAnimationLoop. - Performance Through Simplicity: Fewer objects, fewer draw calls, reusable geometries/materials.
Quick Start: Essential Setup
Minimal HTML Template
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js App</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body { overflow: hidden; background: #000; }
canvas { display: block; }
</style>
</head>
<body>
<script type="module">
import * as THREE from 'https://unpkg.com/three@0.160.0/build/three.module.js';
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);
// Your 3D content here
// ...
camera.position.z = 5;
// Animation loop
renderer.setAnimationLoop((time) => {
renderer.render(scene, camera);
});
// Handle resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>
Geometries
Built-in primitives cover most simple app needs. Use BufferGeometry only for custom shapes.
Common primitives:
BoxGeometry(width, height, depth)- cubes, boxesSphereGeometry(radius, widthSegments, heightSegments)- balls, planetsCylinderGeometry(radiusTop, radiusBottom, height)- tubes, cylindersTorusGeometry(radius, tube)- donuts, ringsPlaneGeometry(width, height)- floors, walls, backgroundsConeGeometry(radius, height)- spikes, conesIcosahedronGeometry(radius, detail)- low-poly spheres (detail=0)
Usage:
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x44aa88 });
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
Materials
Choose material based on lighting needs and visual style.
Material selection guide:
MeshBasicMaterial- No lighting, flat colors. Use for: UI, wireframes, unlit effectsMeshStandardMaterial- PBR lighting. Default for realistic surfacesMeshPhysicalMaterial- Advanced PBR with clearcoat, transmission. Glass, waterMeshNormalMaterial- Debug, rainbow colors based on normalsMeshPhongMaterial- Legacy, shininess control. Faster than Standard
Common material properties:
{
color: 0x44aa88, // Hex color
roughness: 0.5, // 0=glossy, 1=matte (Standard/Physical)
metalness: 0.0, // 0=non-metal, 1=metal (Standard/Physical)
emissive: 0x000000, // Self-illumination color
wireframe: false, // Show edges only
transparent: false, // Enable transparency
opacity: 1.0, // 0=invisible, 1=opaque (needs transparent:true)
side: THREE.FrontSide // FrontSide, BackSide, DoubleSide
}
Lighting
No light = black screen (except BasicMaterial/NormalMaterial).
Light types:
AmbientLight(intensity)- Base illumination everywhere. Use 0.3-0.5DirectionalLight(color, intensity)- Sun-like, parallel rays. Cast shadowsPointLight(color, intensity, distance)- Light bulb, emits in all directionsSpotLight(color, intensity, angle, penumbra)- Flashlight, cone of light
Typical lighting setup:
const ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
scene.add(ambientLight);
const mainLight = new THREE.DirectionalLight(0xffffff, 1);
mainLight.position.set(5, 10, 7);
scene.add(mainLight);
const fillLight = new THREE.DirectionalLight(0x88ccff, 0.5);
fillLight.position.set(-5, 0, -5);
scene.add(fillLight);
Shadows (advanced, use when needed):
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
mainLight.castShadow = true;
mainLight.shadow.mapSize.width = 2048;
mainLight.shadow.mapSize.height = 2048;
mesh.castShadow = true;
mesh.receiveShadow = true;
Animation
Transform objects over time using the animation loop.
Animation patterns:
- Continuous rotation:
renderer.setAnimationLoop((time) => {
mesh.rotation.x = time * 0.001;
mesh.rotation.y = time * 0.0005;
renderer.render(scene, camera);
});
- Wave/bobbing motion:
renderer.setAnimationLoop((time) => {
mesh.position.y = Math.sin(time * 0.002) * 0.5;
renderer.render(scene, camera);
});
- Mouse interaction:
const mouse = new THREE.Vector2();
window.addEventListener('mousemove', (event) => {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
});
renderer.setAnimationLoop(() => {
mesh.rotation.x = mouse.y * 0.5;
mesh.rotation.y = mouse.x * 0.5;
renderer.render(scene, camera);
});
Camera Controls
Import OrbitControls from examples for interactive camera movement:
<script type="module">
import * as THREE from 'https://unpkg.com/three@0.160.0/build/three.module.js';
import { OrbitControls } from 'https://unpkg.com/three@0.160.0/examples/jsm/controls/OrbitControls.js';
// ... scene setup ...
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
renderer.setAnimationLoop(() => {
controls.update();
renderer.render(scene, camera);
});
</script>
Common Scene Patterns
Rotating Cube (Hello World)
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff88 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
renderer.setAnimationLoop((time) => {
cube.rotation.x = time * 0.001;
cube.rotation.y = time * 0.001;
renderer.render(scene, camera);
});
Floating Particle Field
const particleCount = 1000;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);
for (let i = 0; i < particleCount * 3; i += 3) {
positions[i] = (Math.random() - 0.5) * 50;
positions[i + 1] = (Math.random() - 0.5) * 50;
positions[i + 2] = (Math.random() - 0.5) * 50;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const material = new THREE.PointsMaterial({ color