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Three.js 3D Game Tutorial | Complete Environment Setup

177 views· 4 likes· 38:23· Apr 16, 2026

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In this live session, I tried Three.js for the first time. Started with pure curiosity. No expectations. Using a bit of Claude + Gemini (vibe coding), I ended up building and painting a full 3D diorama scene in just a few hours. What surprised me the most was the feeling: it didn’t feel like a traditional game engine. It felt more like Figma… but for 3D scenes. Everything is fast. You try something → it’s there. If you want to join future live sessions and be part of the community: https://www.skool.com/solo-game-dev-with-ai-2766

About This Video

In this live session I tried Three.js for the first time—pure curiosity, no expectations—and I ended up building a full playable 3D diorama scene in just a couple days of iterating. The big surprise for me was the “feel” of it: it didn’t feel like a traditional game engine. It felt more like Figma, but for 3D scenes—fast feedback, try something and it’s instantly there. I’m basically turning my cozy 3D environments into levels for a painting game called Life Giver, with third-person/first-person modes (I prefer third-person), camera lens options (wide angle, fisheye), and theme presets like morning/night/aurora/sunset/fog/cinematic. I also show how I’m adding shaders into the game using ShaderToy—like fire, water interactions, butterflies, and even a northern lights effect—then wiring them to shortcuts (F/G/H/B etc.) with AI help (my “vibe coding” flow with tools like Claude/Gemini/Antigravity). On the asset side, I’m exporting Blender scenes as GLTF, generating a manifest, and hot-reloading levels in the browser to validate the pipeline. It’s not all perfect (vertex color/painting issues and performance drops on wide angles), but the takeaway is: you can prototype a cozy 3D web game insanely fast if you keep the loop tight—export, reload, iterate—and let AI handle the glue code while you focus on art direction and gameplay feel.

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