Learn THREEJS with Real Code Examples
Updated Nov 26, 2025
Architecture
Scene -> hierarchical structure of objects
Camera -> viewpoint for rendering
Renderer -> WebGL renderer that draws the scene
Meshes -> geometry + material combinations
Animation loop -> requestAnimationFrame-driven render loop
Rendering Model
Scene graph defines objects hierarchy
Renderer draws scene using WebGL
Camera defines viewpoint
Animation loop updates scene per frame
Lights and materials define final appearance
Architectural Patterns
Scene-graph-based rendering
Animation loop with requestAnimationFrame
Component-based mesh/material system
Event-driven input handling
Plugin system for loaders and effects
Real World Architectures
Web-based 3D games
AR/VR interactive experiences
Product configurators
Scientific and architectural visualizations
Marketing and interactive websites
Design Principles
Ease of use over low-level control
Cross-browser compatibility
Flexible and extensible API
Active community-driven development
Lightweight but feature-rich
Scalability Guide
Use instanced meshes for repeated objects
Optimize geometry and texture sizes
Batch animations and updates
Use LOD (level-of-detail) techniques
Split scene into manageable chunks
Migration Guide
Convert raw WebGL code to Three.js abstractions
Use loaders instead of manual geometry setup
Replace custom shaders with ShaderMaterial if needed
Move animation logic into Three.js mixers
Adopt scene graph for object hierarchy