The aim of the project is to create a lightweight 3D engine with a very low level of
complexity — in other words, for dummies. The engine can render using canvas, svg and WebGL.
Step 1: get the source
The source are available here. Use the following command
It will provide the whole source on your local disk. You are done, just point
a web server on it, and go in
Step 2: Description of the folder structure
/utilsit is a bunch of utilities (see here). You can find the script to build the releases (concatenate the files, minify them, all that).
/buildIt is an administrative directory where the build release is stored. Not really important for a user, it is more for a developper of the library itself.
/srcIt is the library code in itself. We will study that in more details later. Meanwhile dont hesitate to go look: it is rather small and clean.
/examplesIt is a list of all the examples. They kinda are the documentation of three.js, try them. They are the meat, if you like something, just do view-source:
- some of them are for <canvas> rendering, most of them are for WebGL. Three.js is able to render 3D scene on canvas, Dom, SVG and obviously WebGL (with various level of support). See here for details.
- Some are focused on geometry i.e. the shape of the objects. See here , here and here
- Some are focused on the material i.e. kindof the colors and the texture of the objects. See here, here and here.
- Others are focused on light, there are different type of light sources. See here, here and here
- Some are focused on collisions. See here, here and here.
Point a web server on
three.js source tree and go in
/examples to try them. It is fun!