Three.js is a marvelous framework that eases the pain of coding 3D content from scratch. Here’s what I was able to come up with, two weeks after picking it up –>
The future of realtime 3D web graphics — coupled with VR —is going to be revolutionary. As a colleague of mine recently said, “It’s like flight”.
To be blunt, Three.js is awesome. There’s quite a bit to figure out for webGL, especially integrating VR within the web, but this field is very promising. For my own personal benefit, I’m betting on this field to grow further and that I can hitch on for the ride. There’s a lot to learn and understand, but we artists need to stay focused on what we decide to learn. For instance, I do not need to create my own framework—someone else has done that or will do that. I do not need to custom write my own buffers, at least not for the time being, but it wouldn’t hurt to understand how that works. It’s fun and exciting (sometimes) to dive deep into systems for deeper enlightenment, but you as an artist will probably just be wasting your time.
Artists need to spend time creating, and while we learn we need to be sure that at the end of our learning cycle we have something to show for it. Artists don’t create tech demos, we create experiences. With something like webGL, the most important thing that we can do is make sure that we’ve got solid chops so that when the Virtual Web’s dam breaks we’ll be ready with our tools and techniques to swim up stream. Artists solve problems, and to solve problems we need to learn. But if you spend too much time on only learning you’ll spend months engrossed with your nose in a book and will have not created a single thing. When you’re following a tutorial use the provided knowledge to help solve your own problems. There’s a lot to learn, so cut corners where you can.