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

Brian Peiris c9fd6070ed Fix for Firefox WebVR (again) 10 lat temu
build 0d0795de3a Updated builds. 10 lat temu
docs 9837e92b7b Removed AOmap and Lightmap from Basic and Lambert 10 lat temu
editor 57271faf7b Editor: Sidebar.Material clean up. 10 lat temu
examples c9fd6070ed Fix for Firefox WebVR (again) 10 lat temu
src f4782d999a BufferGeometry .MaxReferenceableIndex to .MaxIndex. See #6373 10 lat temu
test e5cc53358c Fix 'Math.sign' polyfill to match ES6 specs 10 lat temu
utils 1d163773f4 Add defines for favoured glsl functions 10 lat temu
.gitignore 6536ce7052 gitignore node_modules 11 lat temu
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 lat temu
LICENSE c12770459e change *copy; to © 10 lat temu
README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 lat temu
bower.json eee2319608 r71 10 lat temu

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, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a <canvas> renderer for the scene and camera, and it adds that viewport to the document.body element. Finally it animates the cube within the scene for the camera.

<script>

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

	init();
	animate();

	function init() {

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

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

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

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

		document.body.appendChild( renderer.domElement );

	}

	function animate() {

		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