frontier-threejs
frontier-threejs
Ship the idea at the current production ceiling of browser 3D, not at tutorial level. The bar is the recent wave of AI-built Three.js demos: hills with long crawling shadows, oceans with foam and wakes, forests that move in one shared wind, and light that changes over the course of a day.
This skill sets the level to aim for. It is not a fixed recipe. Every idea gets its own art direction, and the systems below are how you reach that level for it.
Ground truth over memory
Three.js changes every ~2 months and model memory lags behind. Before writing code, check the version you are actually running on (node_modules/three/package.json, or npm view three version). Then confirm every addon import exists in node_modules/three/examples/jsm/. The closest official webgpu_* example is the canonical usage. The verified r186 inventory, with import paths, is in TOOLBOX.md. Traps models commonly fall into:
PostProcessingwas renamedRenderPipelinein r183, so writerenderPipeline.outputNode = ….SunLight(cascaded shadows) only works afterrenderer.library.addLight( SunLightNode, SunLight ).godrays()supports only Directional/Point lights, notSunLight.WaterMeshis still a normal-map water. A hero ocean needs FFT compute (see TOOLBOX).- Import from
three/webgpuandthree/tsl. Never mix those with thethreeWebGL build in one scene.