Learn THREEJS with Real Code Examples

Updated Nov 26, 2025

Explain

Three.js abstracts WebGL’s low-level API into an easy-to-use framework for 3D graphics.

It supports cameras, lights, meshes, materials, textures, and animations.

Offers utilities for loading 3D models (GLTF, OBJ, FBX) and textures.

Provides helpers for physics, particles, post-processing, and shaders.

Runs natively in browsers without plugins via WebGL.

Core Features

Scene graph management

Cameras, lights, and shadows

Meshes, geometries, and materials

Loaders for 3D models and textures

ShaderMaterial for custom GLSL shaders

Basic Concepts Overview

Scene -> container for 3D objects

Camera -> defines perspective or orthographic view

Renderer -> draws the scene using WebGL

Meshes -> combination of geometry and material

Lights -> illuminate objects in the scene

Project Structure

index.html - HTML container with canvas

main.js - initializes Three.js scene and renderer

models/ - GLTF/OBJ 3D assets

textures/ - image assets for materials

utils/ - helper functions for scene management

Building Workflow

Set up scene, camera, and renderer

Create geometries, materials, and meshes

Add objects to scene

Add lights and shadows

Animate and render using requestAnimationFrame

Difficulty Use Cases

Beginner: display a spinning cube

Intermediate: load 3D models and textures

Advanced: implement post-processing and shaders

Expert: WebXR-enabled VR/AR experiences

Architect: full 3D web application with animations and interactions

Comparisons

Three.js vs raw WebGL: easier to use, less control

Three.js vs Babylon.js: simpler API, smaller bundle

Three.js vs WebGPU: less low-level control, slower for heavy compute

Three.js vs Unity WebGL: more lightweight, JS-based

Three.js vs PlayCanvas: open-source vs SaaS engine

Versioning Timeline

2010 - Three.js created by Ricardo Cabello

2011–2015 - Core development and feature expansion

2016 - GLTF support and loaders added

2018 - WebXR support introduced

2023 - Latest stable release with enhanced materials and performance

Glossary

Scene - container for 3D objects

Camera - viewpoint for rendering

Renderer - renders scene using WebGL

Mesh - geometry + material

Material - defines appearance of mesh