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Polygonjs creator begins rewriting procedural geometry engine in Jai

The developer behind Polygonjs, an eight-year-old browser-based procedural geometry tool built on three.js, TypeScript and Vue.js, says he is now rewriting its core engine in the Jai programming language. He cites persistent frustrations with JavaScript's memory management, particularly the inability to reliably track or free memory used by generated geometries and unpredictable pauses caused by garbage collection.

Battlezone Online brings BZFlag tank combat to web browsers via new bzo project

A new open-source project called Battlezone Online (bzo) lets players join BZFlag multiplayer tank battles directly in a browser, on desktop, phone or VR headset, without installing a client. The server runs on Node.js and the browser client uses Three.js over WebSockets, WebTransport and WebRTC, connecting to existing BZFlag servers through a proxy list. Tagged releases ship as GitHub source tarballs and Docker images built on Ubuntu 26.04, supporting both amd64 and arm64.

LittleJS game engine adds built-in 3D renderer alongside 2D

LittleJS, a lightweight HTML5 game engine, has released its largest update yet, adding a full 3D renderer that shares the canvas with its existing 2D system. The update also includes built-in 2D and 3D level editors, a one-line particle effects library, a Three.js rendering plugin, and a reworked rendering core using batched WebGL2 sprites and instanced 3D drawing for faster performance.

Developer uses Qwen-3.8-Flash-Next to reverse-engineer and modernise 1989 game War of the Lance

Georg Zoeller describes using an AI model, Qwen-3.8-Flash-Next, to reverse engineer the 1989 game War of the Lance and port it to a Three.js browser engine over about a week, limited by running a single lane due to VRAM constraints. He is now further modernising the port into a Total War/Heroes of Might and Magic-style game while retaining the original game's underlying logic, and separately tested Fable 5.1 for generating Blender models via Python scripts, producing roughly 80-100 usable models per week of subscription.

Three.js r186 adds built-in support for Gaussian Splats

Three.js version r186 now includes native support for 3D Gaussian Splatting, adding a dedicated mesh type and loaders for major splat file formats. Previously splats required community-made add-ons, but they are now a core rendering feature of the engine.

Benchmark tests 10 model-harness pairs on identical Three.js coding task

A developer ran the same prompt—building a self-contained sci-fi hangar scene with Three.js, including hovering drones, animated lights, and camera paths—across 10 combinations of AI models (including GLM, Luna, SOL, Astra, and Qwen variants) and coding harnesses like Codex, OMP, OpenCode, and DSH. The test tracked metrics such as completion time, token usage, tool calls, error rates, and whether the model verified its own output by opening the file in a browser and checking screenshots.

Open-source Human Atlas lets browsers explore 2,234 BodyParts3D anatomy meshes

A new open-source project called Human Atlas offers an interactive 3D anatomy viewer built with React, Three.js, and shadcn/ui, letting users rotate, select, and explode a full adult male body model into 2,234 separate meshes. It draws on the BodyParts3D 4.0 dataset, covering 15 anatomical systems and 3,432 searchable named structures, and runs locally via Node.js with no API keys required.

Claude AI Agents Build Explorable 3D City Models Using Three.js

An open-source project uses autonomous Claude 5.1 agent swarms to research, model, and validate browser-based 3D reconstructions of real-world locations, starting with San Francisco's Union Square. The system generates buildings, storefronts, traffic, and pedestrians from open data like OpenStreetMap and public imagery, packaged as runnable Three.js applications rather than relying on a game engine or proprietary 3D tiles.