Loading video...
Video Failed to Load
I've built a new opensource Third-Person Soldier Stage in the browser, built with Three.js. 4 techniques, 4 abilities, 2 boons, endless procedural night terrain, ragdoll deaths with no physics engine, katana & gun play. All GLSL. No engine, no physics lib, no asset pipeline. This VFX showcase is an... show more
24,509 views • 2 months ago •via X (Twitter)
54 Comments

@threejs INSAAAAANE 🫶🏽

@threejs Thank you ✨

@threejs All GLSL, no engine, no physics lib, no asset pipeline—that constraint is what makes this worth studying. I recently built a small browser Zen Hall with Three.js, far quieter but the same feeling that a web scene can stand on its own:

@threejs That looks neat !

@threejs Amazing like always! I made an Master VFX based on your repo and added some small textures (256px) like trail, shockwaves etc that I can use on multiple effects. Looks really good and didnt show any signs of laggs yet. Probably bc I dont have effects that generate many instances

@threejs Thank you so much ✨ that sounds awesome 👏

@threejs

@threejs

@threejs As always, just incredible.

@threejs Thanks ✨ i really appreciate it

@threejs @chirovisuals sword slash’s when? This project is amazing

@threejs Hopefully i’ll keep switching character each time and create some more unique FX, Thanks !✨

@threejs Ragdolls with no physics lib is the kind of spite that builds whole projects. 💪

@threejs

@threejs Impressive constraint set. Building game-like interaction without an engine or physics library makes hidden state visible: collision intent, input timing, and animation transitions all need explicit ownership.

@threejs Thsnk you ✨

@threejs what's the benefit of GLSL over engine? is it due to performance? or is it meant to record sequences in a game? maybe to record a trailer or something?

Three.js is basically GLSL under the hood. Every material is a shader that Three.js generates for you. Writing your own shader just means taking control of that part yourself. The CPU creates each spark with a few numbers, then the GPU takes over and moves it around. So even with 1,000 sparks, the CPU doesn’t have to keep updating every single one. And honestly, stock materials only give you stock looking results.

@threejs uhh

@threejs yep i’m currently making a commit to fix the default settings, cause they were saved just on my machine ✨

@threejs should be good now 🎉

@threejs This one is my favorite

@threejs Glad you like this project ✨Thanks 🙌

@threejs good job.

@threejs Thanky you! ✨

@threejs making magic. what a talent!

@threejs Thank you ✨

@threejs so coool!

@threejs Glad you like this project ! ✨

@threejs Open-source VFX at this level is powerful. 🔥

@threejs Glad to see people appreciating this project ✨Thank you 🙌

@threejs No engine is crazy

@threejs ✨thanks

@threejs Zero physics engine and pure GLSL in the browser is insane. The performance on this is super impressive.

@threejs 🚀🚀🚀 Thanks

@threejs How did i missed this, wow

@threejs If people just knew how much this helps to prototype new games....thanks again for another banger! Will test it out soon!

@threejs Thanks ✨ check it out and let me know 🙌

@threejs Fire

@threejs

@threejs

@threejs

@threejs 很棒的项目,我给做成暴打渣男:孙割的小游戏了

@threejs 🤣✨ brilliant

@threejs Thats a follow from me big dog. Nice work

@threejs I really appreciate it buddy 🙌 thanks ✨

@threejs Amazing work, thanks for sharing!

@threejs Thank you ✨

@threejs Awesome

@threejs Thank you 🙌

@threejs this is sick

@threejs Thanks ! ✨

@threejs After digging through the source, this is no empty buzz. The shared CPU/GPU terrain logic, motion-warped attacks, runtime animation retargeting, and custom PBD ragdolls are seriously impressive. A whole hive of clever systems working together, not just flashy VFX. 🐝

@threejs Glad you love the project
