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Also searching for Cities & Buildings, because “buildings” is another name for it.
12 results for “buildings”.
Choo-Choo World: A WebGL Wooden Train Set Builder That Runs in Your Browser
Lusion built a wooden train track builder in Three.js with a clay-dough art style, single-texture UV baking for day/night cycles, and a first-person ride-along camera. It ships as a PWA and runs smooth on mobile. Go stack tracks until physics gets nervous.
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- Showcase
Starter Kit Racing: mrdoob's Track Editor and Racing Game in Three.js
mrdoob ported Kenney's Starter Kit Racing from Godot to plain JavaScript and Three.js with crashcat physics. Build a track in the editor, race it, share the URL. No build step, no framework, just clean code and low-poly fun.
- Showcase
NullGraph: A Data-Oriented WebGPU Rendering Framework
Vikas Kumar Singh's NullGraph drops the scene graph and streams flat ArrayBuffers straight to the GPU. Strange attractors, Hopf fibrations, curl-noise fluids, and a test engine that lets you swap memory layouts mid-flight to watch the frame times move.
- Showcase
Sector 32: A Three.js Portfolio Dense With Sci-Fi Detail
Piet Dewijngaert's portfolio is pure visual spectacle. Chrome skulls, laser beams, and a "prove you're human" gate set the tone. The tech stack evolved from vanilla JS to Svelte to Three.js with R3F. Every corner packed with interactive details, somehow still performant.
- Showcase
Moped Mayhem Turns Food Delivery Into Browser Racing Chaos
Evan Poliquin's Moped Mayhem is a browser multiplayer delivery/racing game built with Three.js, Rapier physics, websockets, culling, LODs, and a dense city to learn badly at speed.
- Showcase
Justine Soulié's Portfolio: A WebGL Site Where Illustrations Are the Interface
Every illustration on Justine Soulié's portfolio is a live WebGL scene with its own micro-interactions. Built by Patrick Heng using OGL, scroll physics, and custom shaders, the canvas isn't decoration. It is the UI.
- Showcase
Find Your Way to Oz: The 2013 Chrome Experiment
UNIT9 built a full Kansas carnival in WebGL for Disney, then destroyed it with a tornado shader borrowed from neuroscience. No physics engine. No framework. Just clever faking, spatial audio, and a three-month deadline. The source is open.
- Showcase
Walkable Gaussian Splat: Exploring the Duomo di Lecce with Reactylon and Babylon.js
A 6-minute GoPro video becomes a 32 MB navigable Gaussian Splat of a Baroque cathedral in Lecce, Italy. Built with Reactylon, a React renderer for Babylon.js, the fully local pipeline needs no cloud services. Walk through it with your arrow keys.
- Showcase
DRIFT: A Million Particles, a Lost Astronaut, and AI-Generated Loneliness
A lost astronaut records his diary in your browser. Over a million GPGPU particles shift with his mental state while AI generates fresh text and voice each visit. Ming Jyun Hung built something that feels alive and a little heartbreaking.
- Showcase
WebHeat: GPU-Powered Thermal Simulation for Any STL File
A high school senior learned Newton's law of cooling in class, then built a full thermal simulation in the browser. Drop in any STL, watch heat propagate through voxelized geometry on the GPU. WebGPU compute shaders, React frontend, and a useRef trick that keeps it all from falling apart.
- Showcase
WebGPU Water Simulation: Porting a Piece of Graphics History
The 2011 demo that helped inspire Figma gets a WebGPU rewrite. Ripples, caustics, raytraced reflections, and a bobbing sphere, all running on modern GPU APIs. Yong Su's port is a case study in what it takes to cross the WebGL-to-WebGPU bridge.
- Showcase
Why Most 3D Websites Feel Wrong (and How to Fix It)
An interactive demo that breaks down what makes 3D sites feel clunky vs. alive. Step through real examples of inertia, bounce, magnetic snapping, and micro-interactions that transform flat 3D into something users actually want to touch.