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

Mr.doob fd807bb721 Merge pull request #5432 from s9k/collada-fix 11 years ago
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docs 06d98a3620 Moved Geometry.makeGroups to WebGLRenderer. 11 years ago
editor a4fd0c8c7c Moving THREE.Script to the Editor. 11 years ago
examples 2eae8eb0f8 Fix wrong texture’s object reference in image loader callback 11 years ago
src 06d98a3620 Moved Geometry.makeGroups to WebGLRenderer. 11 years ago
test 99b7e5311a Fix coding style 11 years ago
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README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 years ago
bower.json cbb711950d r68 11 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, 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