Building a 3D browser game โ a Three.js third-person game walkthrough
- A third-person camera is a lerped offset from the player position โ smooth interpolation prevents jitter.
- Distance-based collision (distanceTo) is the 3D equivalent of circle collision โ fast and effective for game objects.
- Three.js fog hides the draw-distance boundary and adds atmosphere at zero performance cost.
Understanding 3d browser game is the foundation of this guide. Below we break it down step by step so you can act with confidence.
This lesson puts everything from the Three.js lesson into practice. You will build a third-person 3D game where the player navigates a terrain, collects gems, avoids enemies, and earns a score.
By the end you will have a playable 3D game running entirely in the browser.
3d Browser Game: Game structure and scene setup
Set up the Three.js scene with a ground plane, player, and game state:
import * as THREE from 'three';
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x87ceeb);
scene.fog = new THREE.Fog(0x87ceeb, 20, 60);
const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 0.1, 100);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Ground
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(100, 100, 20, 20),
new THREE.MeshStandardMaterial({ color: 0x3a7d44 })
);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// Player
const playerMat = new THREE.MeshStandardMaterial({ color: 0xe94560 });
const playerMesh = new THREE.Mesh(new THREE.CapsuleGeometry(0.3, 0.8, 8, 16), playerMat);
playerMesh.castShadow = true;
playerMesh.position.y = 0.7;
scene.add(playerMesh);
const state = { score: 0, speed: 5, vy: 0, grounded: true };Third-person camera follow
A third-person camera sits behind and above the player, smoothly following their movement:
const cameraOffset = new THREE.Vector3(0, 4, 8);
const cameraTarget = new THREE.Vector3();
function updateCamera(dt) {
// Desired camera position = player + offset
const desired = playerMesh.position.clone().add(cameraOffset);
// Smooth lerp
camera.position.lerp(desired, 1 - Math.pow(0.01, dt));
// Look at player
cameraTarget.copy(playerMesh.position);
cameraTarget.y += 1;
camera.lookAt(cameraTarget);
}Player movement and jumping
Read keyboard input and move the player with gravity and jumping:
const keys = {};
addEventListener('keydown', e => keys[e.code] = true);
addEventListener('keyup', e => keys[e.code] = false);
function updatePlayer(dt) {
const dir = new THREE.Vector3();
if (keys['KeyW']) dir.z -= 1;
if (keys['KeyS']) dir.z += 1;
if (keys['KeyA']) dir.x -= 1;
if (keys['KeyD']) dir.x += 1;
if (dir.length() > 0) dir.normalize();
playerMesh.position.x += dir.x * state.speed * dt;
playerMesh.position.z += dir.z * state.speed * dt;
// Face movement direction
if (dir.length() > 0) {
playerMesh.rotation.y = Math.atan2(dir.x, dir.z);
}
// Gravity + jump
if (keys['Space'] && state.grounded) {
state.vy = 8;
state.grounded = false;
}
state.vy -= 20 * dt; // gravity
playerMesh.position.y += state.vy * dt;
if (playerMesh.position.y <= 0.7) {
playerMesh.position.y = 0.7;
state.vy = 0;
state.grounded = true;
}
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Collectibles and enemies
Spawn gems and patrolling enemies, check distance-based collision:
const gems = [];
const enemies = [];
function spawnGems(count) {
for (let i = 0; i < count; i++) {
const gem = new THREE.Mesh(
new THREE.OctahedronGeometry(0.3),
new THREE.MeshStandardMaterial({ color: 0xffd700, emissive: 0xffd700, emissiveIntensity: 0.3 })
);
gem.position.set(
(Math.random() - 0.5) * 40,
0.8,
(Math.random() - 0.5) * 40
);
gem.castShadow = true;
scene.add(gem);
gems.push(gem);
}
}
function spawnEnemies(count) {
for (let i = 0; i < count; i++) {
const enemy = new THREE.Mesh(
new THREE.BoxGeometry(0.8, 0.8, 0.8),
new THREE.MeshStandardMaterial({ color: 0x6a0572 })
);
enemy.position.set((Math.random() - 0.5) * 30, 0.4, (Math.random() - 0.5) * 30);
enemy.userData = { dir: Math.random() * Math.PI * 2, speed: 2 };
enemy.castShadow = true;
scene.add(enemy);
enemies.push(enemy);
}
}
function updateCollectibles(dt) {
for (const g of gems) {
g.rotation.y += dt * 2;
if (g.visible && playerMesh.position.distanceTo(g.position) < 1) {
g.visible = false;
state.score += 10;
}
}
for (const e of enemies) {
e.position.x += Math.cos(e.userData.dir) * e.userData.speed * dt;
e.position.z += Math.sin(e.userData.dir) * e.userData.speed * dt;
if (Math.abs(e.position.x) > 20) e.userData.dir = Math.PI - e.userData.dir;
if (playerMesh.position.distanceTo(e.position) < 1) {
state.score -= 5;
playerMesh.position.set(0, 0.7, 0);
}
}
}
spawnGems(20);
spawnEnemies(5);When evaluating 3d browser game, start with the fundamentals: what problem it solves, who it serves, and how it compares to the alternatives buyers consider first.
Start with the fundamentals. Define who you are serving, the single outcome you want, and the budget you are comfortable committing before you compare any options.
A practical rule is to favour clarity over cleverness. The choice that is easiest to understand, spell, remember and act on tends to win over the long run.
Context changes the answer. What is optimal for a fast-moving startup is rarely optimal for an established brand, so weigh your own stage, market and ambitions.
Avoid the common mistakes: rushing the decision, copying competitors blindly, and ignoring the total cost of ownership beyond the very first year of use.
Think in terms of trade-offs rather than a single perfect answer. Every option trades memorability, cost, reach and flexibility in a slightly different mix.
Document your reasoning. Writing down why you chose one path makes it far easier to revisit the decision later and to explain it to partners and investors.
Test with real people. A quick check with a handful of your actual customers will surface problems that no amount of internal debate ever reveals.
Plan for growth. The option that fits today should still make sense when your audience, catalogue or team is several times larger than it is right now.
Finally, revisit the decision periodically. Markets, tools and best practices move quickly, and a choice that was ideal last year may deserve a fresh look today.
When evaluating 3d browser game, start with the fundamentals: what problem it solves, who it serves, and how it compares to the alternatives buyers consider first.
Start with the fundamentals. Define who you are serving, the single outcome you want, and the budget you are comfortable committing before you compare any options.
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Join NowFrequently asked questions
Can I add textures and 3D models to this game?
Yes. Replace BoxGeometry with loaded GLTF models using THREE.GLTFLoader, and apply textures with THREE.TextureLoader on the materials. The architecture stays the same.
How do I deploy a Three.js game?
Bundle with Vite or webpack, then deploy the static build to any host โ Netlify, Vercel, GitHub Pages, Itch.io, or your own server. Three.js games are just HTML/JS/CSS.
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Three.js 3D Graphics Guide โ Scenes, Cameras, LightsNext lesson →
WebGL Fundamentals โ Shaders and GLSL Explained