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. [More info...](http://mrdoob.com/blog/post/693) ### 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. If you are interested on messing with the actual library, instead of importing the three.js compressed file, you can include the original files in this order: ### Change Log ### 2010 04 26 - **r4** (16.274 kb) * SVGRenderer Particle rendering * CanvasRenderer uses context.setTransform to avoid extra calculations 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