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