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Why your React Three Fiber gallery drops to 5 FPS and how to fix it
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Why your React Three Fiber gallery drops to 5 FPS and how to fix it

DEV Community·Alan West·6 months ago
#qLDlsfcY
#fix#root#react#threejs#geometry

A practical guide to debugging FPS drops and memory leaks in React Three Fiber galleries — covering draw calls, instancing, and proper disposal.

15s
Building HOLO.SYS — A Futuristic 3D Holographic Visualization System with React, Three.js & GLSL
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Building HOLO.SYS — A Futuristic 3D Holographic Visualization System with React, Three.js & GLSL

DEV Community·Muhammad Yasir·6 months ago
#TerAalpv
#live#github#threejs#javascript#shader

From Dev Community: Building HOLO.SYS — A Futuristic 3D Holographic Visualization System with React, Three.js & GLSL

15s
More Than a Portfolio: Building a Scroll-Driven 3D World with Something to Say | Codrops
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More Than a Portfolio: Building a Scroll-Driven 3D World with Something to Say | Codrops

Codrops·Joseph Santamaria·6 months ago
#ZUS7Ss3J
#3d#casestudy#gsap#threejs#webgl

A scroll-driven 3D world built from scratch with Three.js, GSAP, and WebGL — where every technical decision serves a message worth sharing.

15s
How I Built a 3D Vision Board in React Native Using Three.js
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How I Built a 3D Vision Board in React Native Using Three.js

DEV Community·Yosuke Sakurai·6 months ago
#AVURvalw

The Problem I was building a manifestation app in React Native and needed a vision board feature. Not a static collage. An immersive 3D space users could actually step into. The challenge: Three.js is built for the web, not React Native.…

15s
Building 4WIDE: Turning Distortion, Blur, and Motion into a Coherent Experience | Codrops
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Building 4WIDE: Turning Distortion, Blur, and Motion into a Coherent Experience | Codrops

Codrops·Tomoya Okada·6 months ago
#ldzbbkQx
#casestudy#gsap#threejs#webgl#casestudies

A look at designing and building the 4WIDE website, exploring how distortion, blur, and motion were used to create an expressive experience while balancing clarity and performance.

15s
False Earth: From WebGL Limits to a WebGPU-Driven World | Codrops
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False Earth: From WebGL Limits to a WebGPU-Driven World | Codrops

Codrops·Ming Jyun Hung·6 months ago
#Wx5mFr5Y
#casestudy#procedural#threejs#tsl#webgl

A deep dive into building an infinite procedural landscape using WebGPU and Three.js, where compute shaders and indirect drawing bring millions of interactive grass blades to life.

15s