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Learning Three.js: Spinning Cube

A Spinning Cube

TL; DR: I am going to learn Three.js. I made this.

3D programming is much harder than 2D programming. You have to think about renderers and scenes and cameras and that extra dimension when specifying co-ordinates. I have wanted to break into the 3D world with my programming for some time, but every time I tried, I got confused.

Enter Three.js.

Three.js is a Javascript library that abstracts away all the complications of 3D programming that come with WebGl and makes 3D programming much easier. This series (hopefully!) will document the things that I learn about Three.js and programming in 3D.

This post is about my first attempt: A spinning cube. I found this tutorial to start me off. Although it is a little bit outdated, it works fine for my purposes.

The first thing I needed to wrap my head around were co-ordinates. In Three.JS they work as follows:

Three.js Co-ordinates visualisation

(Image credit: Originally made by Keistutis on openclipart.org, tweaked for use here by me)

If you imagine your physical laptop screen as the 3D space that your stuff lives in, then the x co-ordinate is from side to side (left: negative, right: positive), the y co-ordinate goes up (positive) and down (negative), and the z co-ordinate goes in front and behind (coming out of your screen: positive, going into your screen: negative) of your screen.

I am noting down the co-ordinate system here for my own reference... :D

You can see the code in action that I have written here: one - spinning cube.

If you can't see it, please check get.webgl.org. It will tell you whether your browser supports WebGL or not. Some (older?) chromebooks also have a buggy WebGL implementation if you use one of those.

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