Three.js 3D rendering library for javascript #gamedev #game-engine #rendering #javascript

Mr.doob 5f02d65994 Merge branch 'camera-clone-method' of https://github.com/Slayvin/three.js into dev 12 years ago
build b21b64c605 Updated builds. 12 years ago
docs 8a98ff09ce Merge branch 'face4less' into dev 12 years ago
editor 8effe4375e Editor: Added option for converting Geometry to BufferGeometry. 12 years ago
examples 2d99251314 Fixed webgl_interactive_cubes_gpu example. Fixes #3707. 12 years ago
src 5f02d65994 Merge branch 'camera-clone-method' of https://github.com/Slayvin/three.js into dev 12 years ago
test bbe05b69f5 Rename distanceToSegment to distanceSqToSegment. 12 years ago
utils 4e85c64fc4 Fixed sublime completions script. 12 years ago
.gitignore fb5617d910 initial implementation of three and three-math npm module creation code. 12 years ago
CONTRIBUTING.md 050821e6a5 Simpler CONTRIBUTING suggested by @WestLangley. Fixes #2847. 12 years ago
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README.md ad419d40bd r59 12 years ago

README.md

three.js

JavaScript 3D library

The aim of the project is to create a lightweight 3D library with a very low level of complexity — in other words, for dummies. The library provides <canvas>, <svg>, CSS3D and WebGL renderers.

ExamplesDocumentationMigratingHelp

Usage

Download the minified library and include it in your html. Alternatively see how to build the library yourself.

<script src="js/three.min.js"></script>

This code creates a scene, then creates a camera, adds the camera and cube to the scene, creates a <canvas> renderer and adds its viewport in the document.body element.

<script>

	var camera, scene, renderer;
	var geometry, material, mesh;

	init();
	animate();

	function init() {

		camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
		camera.position.z = 1000;

		scene = new THREE.Scene();

		geometry = new THREE.CubeGeometry( 200, 200, 200 );
		material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );

		mesh = new THREE.Mesh( geometry, material );
		scene.add( mesh );

		renderer = new THREE.CanvasRenderer();
		renderer.setSize( window.innerWidth, window.innerHeight );

		document.body.appendChild( renderer.domElement );

	}

	function animate() {

		// note: three.js includes requestAnimationFrame shim
		requestAnimationFrame( animate );

		mesh.rotation.x += 0.01;
		mesh.rotation.y += 0.02;

		renderer.render( scene, camera );

	}

</script>

If everything went well you should see this.

Change log

releases