Learn AFRAME with Real Code Examples
Updated Nov 26, 2025
Architecture
Cloud-hosted world storage and server backend
Web-based runtime engine in browser
Entity-component scene graph
Scripting layer via JS for interactivity
WebGL/WebGPU renderer with optional WebXR support
Rendering Model
Scene graph manages entities
Components define visuals and behavior
Scripts control interactivity
Physics updates per frame
WebGL/WebGPU renders scene, WebXR optional
Architectural Patterns
Entity-component-system architecture
Event-driven scripting
Client-server multi-user synchronization
Physics and collision loops
WebXR immersive experience patterns
Real World Architectures
Virtual classrooms and training worlds
Collaborative 3D design spaces
Immersive WebXR experiences
Virtual events and conferences
Interactive 3D product demos
Design Principles
Browser-first, no plugins
Multi-user collaboration focus
Entity-component modularity
Cross-platform AR/VR support
Cloud-hosted persistence
Scalability Guide
Optimize assets for browser delivery
Use LOD and batching for performance
Limit physics objects per frame
Distribute multi-user events efficiently
Cache assets and minimize downloads
Migration Guide
Port WebGL scenes or Three.js content
Recreate scene using Frame entities/components
Rewrite scripts for Frame API
Enable multi-user sync layer
Publish and test across browsers