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Track the development of Three.js Blocks across Indie and Pro tiers. We ship the heavy infrastructure for teams building next-generation real-time experiences.
Currently being built and shipped
Rewrite of BatchedMesh that keeps draw calls lean by moving culling, sorting, and LOD to the GPU.
Add an Signed Distance Field collision pluggable to all types of Simulation (SPH, Boids, MLS-MPM, Smoke...).
Generate multi-resolution geometry directly inside your project with deterministic results that plug into your other blocks.
Automatic level-of-detail orchestration for IndirectBatchedMesh so streamed assets snap into the pipeline without trouble.
Planning and early development
High-performance GPU particles paired with a GUI so technical and creative teams iterate together.
Material Point Method deformation with MLS smoothing for expressive cloth, goo, and soft-body interactions that stay performant in WebGPU.
Research and exploration phase
Nanite-inspired meshlet streaming that keeps silhouettes pristine while slashing overdraw on mid-range GPUs.
Streaming coordinator that pages meshes, geometries, and textures as players move through large scenes.
Share feedback, request features, or tell us what would make shipping with Three.js Blocks even faster.
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