Floating Origin System: Precision for Large Three.js Worlds

Large 3D maps, open-world scenes, and VR environments often suffer from floating-point precision issues when the player moves far from (0,0,0). This causes jitter, shaky physics, inaccurate raycasting, and unstable VR tracking. A Floating Origin System solves this by keeping the player near the origin and shifting the world instead. Core Idea Without Floating Origin… Continue reading Floating Origin System: Precision for Large Three.js Worlds

PropertyMixer

Buffered scene graph property that allows weighted accumulation; used internally. Constructor new PropertyMixer( binding : PropertyBinding, typeName : string, valueSize : number ) Constructs a new property mixer. bindingThe property binding. typeNameThe keyframe track type name. valueSizeThe keyframe track value size. Properties .binding : PropertyBinding The property binding. .cumulativeWeight : number TODO Default is 0. .cumulativeWeightAdditive : number TODO Default is 0. .referenceCount : number TODO Default… Continue reading PropertyMixer

PropertyBinding

This holds a reference to a real property in the scene graph; used internally. Constructor new PropertyBinding( rootNode : Object, path : string, parsedPath : Object ) Constructs a new property binding. rootNodeThe root node. pathThe path. parsedPathThe parsed path. Properties .node : Object The object owns the animated property. .parsedPath : Object An object holding information about the path. .path : string… Continue reading PropertyBinding

Optimizing Large-Scale Scenes in Three.js with InstancedMesh

Mastering Performance When Rendering Thousands (or Millions) of Objects In modern web-based 3D visualization—whether it’s a real-time analytics dashboard, a scientific simulation, a digital twin, or a massive multiplayer environment—the ability to render tens or hundreds of thousands of objects at 60 fps is no longer a luxury; it’s a requirement. Three.js gives us the… Continue reading Optimizing Large-Scale Scenes in Three.js with InstancedMesh

create-threexrapp — Three.js + WebXR starter generator

This package scaffolds a ready-to-run Three.js + WebXR project that includes physics, a player controller, and VR helpers. Important: do NOT run npm i create-threexrapp my-app — that syntax installs packages and will not create a new project. Correct usage (recommended): Using npx (recommended): npx create-threexrapp my-app or via npm init: npm init create-threexrapp@latest my-app What the… Continue reading create-threexrapp — Three.js + WebXR starter generator

DataTexture Mapping: Optimizing Player Tracking and Procedural Grass Placement

In large-scale 3D environments, especially open-world or VR/WebXR scenes, tracking player interactions and generating world effects like vegetation placement can become performance-intensive. Traditional methods, such as per-frame raycasting to determine ground contact or placement zones, quickly degrade performance with large terrains or multiple dynamic elements. A THREE.DataTexture provides an efficient alternative — storing environmental or… Continue reading DataTexture Mapping: Optimizing Player Tracking and Procedural Grass Placement

Volumetric Rendering in Three.js

Introduction to Volumetric Rendering Volumetric rendering visualizes 3D scalar fields where each voxel contributes to the final image based on its density and optical properties. Unlike surface rendering, volumetric techniques capture internal structures, making them perfect for: Atmospheric effects: Clouds, fog, and smoke simulation Scientific visualization: Medical CT/MRI data, seismic volumes VFX: Explosions, fire, and… Continue reading Volumetric Rendering in Three.js

VectorKeyframeTrack

A Track of vector keyframe values. Constructor VectorKeyframeTrack( name : String, times : Array, values : Array, interpolation : Constant ) name – (required) identifier for the KeyframeTrack. times – (required) array of keyframe times. values – values for the keyframes at the times specified, a flat array of vector components. interpolation – the type of interpolation to use. See Animation Constants for possible values. Default… Continue reading VectorKeyframeTrack