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

Mr.doob dd5965430e Added clearColor, clearDepth and clearStencil placeholder methods to CanvasRenderer. 11 rokov pred
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docs aeeebc2be0 Merge branch 'dev' of https://github.com/Bjvanminnen/three.js into dev 11 rokov pred
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examples 44d03e0246 Made Sprites examples, hopefully, more clear. See discussion in ef7ead99873d1a6059a21cb419484ce0ff8c1b89. 11 rokov pred
src dd5965430e Added clearColor, clearDepth and clearStencil placeholder methods to CanvasRenderer. 11 rokov pred
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.gitignore fb5617d910 initial implementation of three and three-math npm module creation code. 12 rokov pred
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README.md ad419d40bd r59 12 rokov pred

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