Three.js 3D rendering library for javascript #gamedev #game-engine #rendering #javascript
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15 years ago | |
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build | 15 years ago | |
examples | 15 years ago | |
src | 15 years ago | |
LICENSE | 15 years ago | |
README.md | 15 years ago |
Currently the engine only supports particles and triangles/quads with flat colors. The aim is to keep the code as simple and modular as possible.
At the moment the engine can render using <canvas> and <svg>. WebGL rendering would come at a later stage but feel free to fork the project and have a go.
Although this allows 3D for iPhoneOS and Android platforms the performance on these devices is not too good.
The library needs to be included first thing.
<script type="text/javascript" src="js/three.js"></script>
Now we have access to the engine classes and methods.
This code creates a camera, then creates a scene object, adds a bunch of random particles to the scene, creates a <canvas> renderer and adds its viewport the document.body element.
<script type="text/javascript">
var camera, scene, renderer;
init();
setInterval(loop, 1000 / 60);
function init()
{
camera = new Camera(0, 0, 1000);
scene = new Scene();
renderer = new CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
for (var i = 0; i < 1000; i++)
{
var particle = new Particle( new ColorMaterial(Math.random() * 0x808008 + 0x808080, 1) );
particle.size = Math.random() * 10 + 5;
particle.position.x = Math.random() * 2000 - 1000;
particle.position.y = Math.random() * 2000 - 1000;
particle.position.z = Math.random() * 2000 - 1000;
particle.updateMatrix();
scene.add( particle );
}
document.body.appendChild(renderer.viewport);
}
function loop()
{
renderer.render(scene, camera);
}
</script>
2010 04 26 - r4 (16.274 kb)
2010 04 24 - r3 (16.392 kb)
2010 04 24 - r2 (15.724 kb)
2010 04 24 - r1 (15.25 kb)