Getting Started with Three.js

Getting Started with Three.js

Getting started with three.js - In this article I am going to show you how you can get start with three.js. We will look at installation, creating a scene and loading a 3d model. Abstracting away the headaches of getting going with 3D in the browser. three.js is a javascript library which is used for handling the 3d stuff.

In this article I am going to show you how you can get started with three.js. We will look at installation, creating a scene and loading a 3d model. You will learn everything from code example and live demo.

Introduction to three.js

three.js is a javascript library which is used for handling the 3d stuff. This includes creating a game, movie, cartoons, anime etc.

Why library is called **three.js**?

Because all the 3d stuff is done by 3 things – Scene, Camera and Renderer. This library is named after these 3 things.

  • Scene – A scene is the complete area in 3d which holds all the objects in it. For example, a castle, trees, mountains, king, ironman, light source etc.
  • Camera – Out of a big 360 degree 3d scene the portion which you want to show on the screen is decided by camera. So, you can have multiple cameras in a scene to display different locations and objects based on some conditions like moving forward, teleportation, inside house etc.
  • Renderer – Renderer helps in rendering the scene and camera. For any movable picture like videos, games, animations there is need to render still images at the rate at which our eyes makes the perception of movement. So, a walking horse is actually a series of still images of different walking positions of horse. When they are rendered at the rate greater than 24 per second, our eyes could not distinguish them as still images. The renderer renders at 60 refresh rate which is know as FPS (Frame per second).

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