Introduction to Three.js
Common problems with 3d for the web
Some of these attempts have worked out reasonably well, but there are a few things that just kept rubbing me the wrong way about them:
- 2d engines will never be true 3d
- without leveraging one’s graphics card you can only go so far
- most people want to use a language that has multiple purposes
- downloading plugins isn’t fun fun for the end user
- cross browser support is important for anything on the web
- Sticking to tools that use Web standards is generally safe ground
All of these factors have caused some disappointing roadblocks in the past. That is until the recent rise of web3D, and engines that leverage it’s power.
I stumbled across three.js while trying to find out if there have been any enhancement towards 3d for the web through HTML5. To my amazement, it just happened to eliminate all the above roadblocks that kept me from pursuing this area in the past.
Three.js introduces these advantages:
- a true 3d engine
- harnesses the power of the graphics card
- no plugins needed
- cross browser support
- based off of the widely supported WebGL and HTML5
We can now use the browser to run powerful 3d games or interactive visualization applications. I truly believe this can really attract and engage a user’s experience for many niche industries.
The purpose of this series