three.js ======== #### Javascript 3D Engine #### Currently the engine only supports particles and triangles/quads with flat colors. The aim is to keep the code as simple and modular as possible. At the moment the engine can render using <canvas> and <svg>. WebGL rendering would come at a later stage but feel free to fork the project and have a go. Although this allows 3D for iPhoneOS and Android platforms the performance on these devices is not too good. ### Examples ### [![cube.png](http://github.com/mrdoob/three.js/raw/master/examples/geometry/cube.png)](http://mrdoob.com/lab/javascript/three/geometry/cube.html) [![random.png](http://github.com/mrdoob/three.js/raw/master/examples/particles/random.png)](http://mrdoob.com/lab/javascript/three/particles/random.html) [![waves.png](http://github.com/mrdoob/three.js/raw/master/examples/particles/waves.png)](http://mrdoob.com/lab/javascript/three/particles/waves.html) [![floor.png](http://github.com/mrdoob/three.js/raw/master/examples/particles/floor.png)](http://mrdoob.com/lab/javascript/three/particles/floor.html) ### How to use ### The library needs to be included first thing. Now we have access to the engine classes and methods. This code creates a camera, then creates a scene object, adds a bunch of random particles to the scene, creates a <canvas> renderer and adds its viewport the document.body element. ### Change Log ### 2010 04 24 - **r3** (16.392 kb) * Fixed incorrect rotation matrix transforms * Added Plane and Cube primitives 2010 04 24 - **r2** (15.724 kb) * Improved Color handling 2010 04 24 - **r1** (15.25 kb) * First alpha release