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Quest for AAA Quality in Three.js

Three.js can make a single object look stunning. Why does a whole room still fall behind a game? Six articles trace a practical route from the web's constraints and the techniques AAA games ship to a working lighting pipeline, in-browser baking, and a proposal to connect it all.

Quest for AAA Quality in Three.js series map

A glossy product under a studio environment map can look convincing in Three.js. Walk into a room, and the missing pieces become obvious: light that bounces off the walls, reflections of the room instead of the sky, and moving objects that belong in the same lighting as their surroundings.

The quest is to make Three.js competitive with Unreal Engine's baked lighting for indoor scenes, at a fraction of the size, on ordinary consumer hardware. The route is through techniques games already ship: baked bounce light, probes for moving objects, screen-space effects for nearby detail, and a material that combines them correctly. The challenge is choosing a stack that fits the web and making its pieces work together.

This series is for Three.js developers building scenes, graphics programmers comparing techniques, and contributors deciding how the pieces should fit. It is both a plan and a progress report: some pieces have landed, some are in review, and the pluggable lighting design is a proposal for discussion. Each article distinguishes those states and links the relevant work. Every stage is opt-in; the aim is to extend what Three.js can render while preserving today's simple environment-lit scene.

Articles in this series