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iamlukethedev / The-Ninth-Vigil

A Diablo-class isometric action RPG in the browser where every texture, mesh, rig, animation and sound is generated procedurally at runtime. Three.js, zero external assets.

▲ ~84/7d ★ 38 JavaScript today
Leonxlnx / golden-temple

A golden-hour Japanese temple built entirely in code with three.js. No models, no textures, no HDRIs. Rendered offline into a 70s 1080p60 film

▲ 82/7d ★ 82 JavaScript 6d ago
Noniv / snowflow_demo

A real-time procedural snow rendering demo built with WebGPU, Babylon.js and hand-written WGSL. Features GPU-generated terrain, snow deformation, procedural characters, cloth, surf wakes, water spells, atmosphere and post-processing—without textures, meshes, HDRIs or animation assets.

▲ ~0/7d ★ 592 JavaScript 2mo ago
StarKnightt / jungle-trail

A fully procedural first-person jungle in Three.js. Zero external art assets - every texture, mesh and sound generated in code.

▲ ~0/7d ★ 305 JavaScript 2mo ago
winchxyz / moon-rover

A 3D lunar rover survey game. WebGL2, no build step, no third-party assets - every texture and sound generated at runtime.

▲ ~0/7d ★ 132 JavaScript 2mo ago
majidmanzarpour / threejs-procedural-animals

Fully procedural animals for three.js: sculpted from SDFs, auto-rigged and skinned, with fur, feathers and scales, and IK gaits and actions. No models, no textures, no animation clips.

▲ ~0/7d ★ 49 JavaScript 19d ago
Leonxlnx / claude-of-duty

Browser-native tactical FPS on three.js r180. One map, one match, no assets: every texture, sound and cloud is generated at runtime. Hand-built WebGL2 render graph, custom physics, procedural Web Audio.

▲ ~0/7d ★ 46 JavaScript 2mo ago
StarKnightt / sedona-sunset

A first-person walk up a dry wash between red rock buttes in Sedona at golden hour. Every mesh, texture and sound generated procedurally in code — zero external assets.