Making Web Games (Three.js)
Quest Toolkit ·
Guide 4
Three.js draws 3D in the browser with WebGL. Use it when the quest is about a scene, camera, or shader — not a full platformer toolkit.
When to use Three.js
- Walkable diorama, rotating model, or abstract 3D toy.
- You want control over lights, materials, and camera.
- Phaser feels too 2D for the idea.
Core pieces
- Scene — holds objects.
- Camera — what the player sees.
- Renderer — draws to a <canvas>.
- Mesh — geometry + material (box, sphere, imported GLB).
- Animation loop — requestAnimationFrame, update, render.
Quest-sized scope
One room, one interactive object, one nice lighting setup. Or a shader on a fullscreen quad. Ship a static page on itch.io or GitHub Pages.
Tips
- Start with BoxGeometry and MeshStandardMaterial before importing models.
- Add OrbitControls so you can inspect the scene while building.
- Use glTF/GLB for anything beyond primitives.
- Watch draw calls — merge meshes when possible on low-end laptops.
Docs: threejs.org. For 2D gameplay in the browser, use Phaser instead.
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Each issue ends with a creative challenge. Every pathway gets its own prompt in the same
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- Art: Draw a treasure chest in your style
- Writing: Craft a story about mysterious treasure
- Programming: Implement treasure collection
- Audio: Create discovery sound effects
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