r/threejs 16h ago

Demo Project Showcase: DICOM viewer

3 Upvotes

A while ago, I got a CD of hospital scans from a family member. The software to view them was on the disk as well but it was ancient and did not work on any of our machines, so it was useless.

So I built a viewer that simply visualizes them on the web. You drop a folder of dcm files into the page and watch it build a 3D volume you can slice or rotate. The 3D graphics are built via ray marching on your GPU. I put all the parsing in Web Workers to keep things smooth even with large scans.

Nothing leaves your computer since the whole thing runs locally. This is not meant as a "polished" product but it was built out of curiosity to learn how medical viewers work under the hood. The math turned out to be simpler than expected, honestly. Feedback is always appreciated

https://reddit.com/link/1v388zo/video/9zld5uyu9qeh1/player

demo: https://rage997.github.io/DICOM-Viewer/

code: https://github.com/Rage997/DICOM-Viewer


r/threejs 6h ago

Demo I made shadertoy 2.0

5 Upvotes

Hey everyone, about 2 years ago I was interested in making a new kind of shadertoy, and was given a lot of great ideas. After I finally had a bit of free time, I can now share what I made.

Fibertoy is essentially shadertoy but you can write react-three-fiber as well as glsl code. It essentially gives a Threejs environment which means you can also just create basic 3D scenes as well as shader scenes.

Here are some examples of some scenes I made with it:

- Basic Voronoi scene https://www.fibertoy.dev/view/j978r67mc84yg2d36g3z5n2nqd8as16q
- Cone marching example https://www.fibertoy.dev/view/j97c1kqg8n6w0st2hk3dcq7ynx87rngm
- Standford bunny scene https://www.fibertoy.dev/view/j971mkwktr7bsen3ybyxks08vh87pd1a

As you can see from the last one, you can use your own 3D models as well. I haven't made an asset manager yet, but if you have a 3D model online, you can technically import it. I'll make an asset manager if people start using this app.

I would love to get any feedback. I also have the whole code online and open source https://github.com/NabilNYMansour/fibertoy


r/threejs 21h ago

Demo of Terrain Improvement on Mercator Map

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17 Upvotes

Some things I need to improve!


r/threejs 4h ago

I added Team Generals to my multiplayer Napoleonic tactical action browser game, allowing players to control their team's bots using a Total War style RTS camera

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23 Upvotes

This is a multiplayer/singleplayer tactical action game where players are company commanders on-foot controlling a single unit of infantry, cavalry, or artillery (similar to Mount and Blade), with full-scale division v division battles. Shown in this clip is 40 units per team, 3x unit scale, 10,000 bots per team.

At the start of the round, there's a minute long "General Election" phase where players can apply to be the team's general. Whoever is voted in gets to control the team's bots using a Total War style RTS camera! They cannot control player-owned bots, however, only vacant bots. Players can mutiny the general (functions sort of like a votekick, which returns the general back to the battlefield), which triggers a new election. If no players volunteer, the rudimentary bot army controller resumes army control.

It's multiplayer and runs in the browser, and is free. Play it at www.1815online.com, join the discord to follow development at https://discord.gg/Rb9GNp8WB .


r/threejs 1h ago

Demo Corner shop

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Upvotes

Continuing my experiments with Three.js and procedural 3D.


r/threejs 8h ago

Built a low-poly 3D map explorer of my hometown valley — looking for a Three.js dev to help take it to the next level

2 Upvotes

Hey everyone, I've been tinkering with a personal project: a stylized, low-poly 3D map of a small mountain valley I'm from, using exaggerated terrain (boxed-up heightmap style) with hand-placed low-poly trees and landmark objects scattered across a handful of points of interest. Right now, when you "reach" a point of interest, it triggers a simple reveal/wave animation, kind of a cute, minimal MVP.

I want to push this further for v1: more polish on 5-6 destination markers, better terrain detail, smoother camera/exploration feel, and a more satisfying "discovery" interaction when you land on a spot (think that little dopamine hit you get uncovering something in Pokémon Go, but chill and exploratory rather than gamified).

This is a scrappy indie/passion project, not a funded startup gig, so budget is modest, but the scope for v1 is deliberately small and well-defined, and there's a clear path to more interesting work (think richer exploration mechanics, more destinations, more interactivity) if v1 goes well and we vibe on the collaboration.

If you're into low-poly aesthetics, terrain generation, or just want a fun weekend-scale Three.js project to sink your teeth into, drop a comment or DM with examples of similar work you've done, happy to share more details on scope and budget directly.

Note: Im not sure if this is the write thread to post a gig, kindly guide me to the relevant subreddit in that case.


r/threejs 8h ago

AI Frontier benchmark but visualized as towers in threejs

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8 Upvotes

Just posting some updates from my previous post:

https://www.reddit.com/r/threejs/comments/1uuaxi3/comment/ox6plas/?screen_view_count=1

I hope you enjoy it.

What datasets would like to see next?


r/threejs 9h ago

Help How do I make the fire burn effect looks more realistic?

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11 Upvotes

today I set a challenge to learn shaders and I came across this old tweet by xavier showing a box with a fire burn effect.

so I decided to reverse engineer it from scratch based on that video.

the result looks nice, but does anyone have suggestions for improving it?

  • how can I make the simplex noise look more like a burnt paper?
  • how do I color that “lava-like” glow around the hole?
  • or any good article/resources related to this I should be looking into?

p.s. feel free to say hi on my X at https://x.com/chunrapeepat . I will share more results and learning there.


r/threejs 3h ago

Demo Moped Mayhem is released in early access

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2 Upvotes

Been working on this for quite a while, and it's finally ready to play! Feel free to try it out https://mopedmayhem.io/play


r/threejs 2h ago

I kept rebuilding the cinematic mode for my Three.js star map. Now stellar events illuminate the surrounding interstellar medium

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3 Upvotes

I posted an earlier version of this here about two weeks ago, when I had just rebuilt the star rendering and selective bloom for my Three.js map of the EVE Frontier universe.

I apparently wasn’t finished.

Since then I have added a procedural universe-effects layer built around the actual distribution of the 24,000+ star systems rather than using a static background.

The denser stellar regions now drive an unresolved stellar-density glow, with volumetric interstellar dust and gas layered through the galaxy and separate dark extinction structures cutting through the brighter regions.

The part I have probably spent the most time on is getting all of that to behave coherently while the camera moves. The volumetric effects are sampled in world space and the extinction layer needed additional sub-stepping and filtering to stop fine structure visibly changing or fading as the camera moved through different viewing angles.

I also reworked the stellar events. Supernovae, novae and pulsars are anchored to stars in the actual map, and their emitted light now feeds into the interstellar-medium rendering so nearby gas and dust visibly illuminate when an event occurs rather than the event just being an isolated sprite/effect on top of the scene.

The original spectral bloom system is still there as well. Individual stars have emissive intensity derived from their spectral properties, so hotter/brighter stars seed more bloom, but I ended up rebuilding that path too so distant stars retained the same relative hierarchy without all of them turning into equally sized glowing blobs.

This video is a continuous slow orbit captured from the live site rather than a scripted camera sequence. The first minute or so has a little narration, then I just let the ambient track and the simulation run.

My graphics card continues to hate me.