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    <title>DEV Community: Joseph</title>
    <description>The latest articles on DEV Community by Joseph (@joseph7f).</description>
    <link>https://dev.to/joseph7f</link>
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      <title>🔷 Tutorial: Building a Simple PBR Scene with Shadows and FPS Controls in Three.js</title>
      <dc:creator>Joseph</dc:creator>
      <pubDate>Sat, 28 Jun 2025 14:31:23 +0000</pubDate>
      <link>https://dev.to/joseph7f/tutorial-building-a-simple-pbr-scene-with-shadows-and-fps-controls-in-threejs-19oj</link>
      <guid>https://dev.to/joseph7f/tutorial-building-a-simple-pbr-scene-with-shadows-and-fps-controls-in-threejs-19oj</guid>
      <description>&lt;p&gt;Preview and Video at &lt;a href="https://github.com/yusufmalik2008/PBR-three.js" rel="noopener noreferrer"&gt;https://github.com/yusufmalik2008/PBR-three.js&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;💡 Introduction&lt;br&gt;
This is a minimalistic three.js setup demonstrating PBR shading, Image-Based Lighting (IBL), shadows, and FPS-style camera control. It’s built with zero dependencies beyond Three.js itself and runs directly in the browser.&lt;/p&gt;

&lt;p&gt;It's aimed for beginners and creative developers who want to learn how to:&lt;/p&gt;

&lt;p&gt;Set up PBR lighting and reflections&lt;/p&gt;

&lt;p&gt;Load an HDRI environment map&lt;/p&gt;

&lt;p&gt;Create simple dynamic shadows&lt;/p&gt;

&lt;p&gt;Use standard materials instead of legacy Phong&lt;/p&gt;

&lt;p&gt;Add FPS controls using pointer lock and keyboard&lt;/p&gt;

&lt;p&gt;📷 Live Preview&lt;br&gt;
Paste the code into an .html file and open in a browser. No local server or build tool required.&lt;/p&gt;

&lt;p&gt;⚙️ Step 1 – Project Setup &amp;amp; Structure&lt;br&gt;
What you'll learn: Creating a minimalist Three.js project:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight html"&gt;&lt;code&gt;&lt;span class="cp"&gt;&amp;lt;!DOCTYPE html&amp;gt;&lt;/span&gt;&lt;span class="nt"&gt;&amp;lt;html&lt;/span&gt; &lt;span class="na"&gt;lang=&lt;/span&gt;&lt;span class="s"&gt;"en"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&amp;lt;head&amp;gt;&amp;lt;meta&lt;/span&gt; &lt;span class="na"&gt;charset=&lt;/span&gt;&lt;span class="s"&gt;"UTF‑8"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&amp;lt;meta&lt;/span&gt; &lt;span class="na"&gt;name=&lt;/span&gt;&lt;span class="s"&gt;"viewport"&lt;/span&gt; &lt;span class="na"&gt;content=&lt;/span&gt;&lt;span class="s"&gt;"width=device-width,initial-scale=1.0"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&amp;lt;title&amp;gt;&lt;/span&gt;PBR Demo&lt;span class="nt"&gt;&amp;lt;/title&amp;gt;&amp;lt;style&amp;gt;body&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="nl"&gt;margin&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;&lt;span class="nl"&gt;background&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="m"&gt;#111&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="nt"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="nl"&gt;display&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="nb"&gt;block&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="nt"&gt;&amp;lt;/style&amp;gt;&amp;lt;/head&amp;gt;&amp;lt;body&amp;gt;&lt;/span&gt;
&lt;span class="nt"&gt;&amp;lt;script &lt;/span&gt;&lt;span class="na"&gt;type=&lt;/span&gt;&lt;span class="s"&gt;"module"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&lt;/span&gt;
&lt;span class="c1"&gt;// 🔗 Import Three.js&lt;/span&gt;
&lt;span class="k"&gt;import&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="k"&gt;as&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt; &lt;span class="k"&gt;from&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// 🏟 Create scene + camera&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;scene&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;Scene&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;camera&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;PerspectiveCamera&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;75&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;innerWidth&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nx"&gt;innerHeight&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;camera&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="c1"&gt;// 🖥 Create renderer&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;renderer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;WebGLRenderer&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;&lt;span class="na"&gt;antialias&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="nx"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;setSize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;innerWidth&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;innerHeight&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;body&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;appendChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;domElement&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nt"&gt;&amp;lt;/script&amp;gt;&lt;/span&gt;
&lt;span class="nt"&gt;&amp;lt;/body&amp;gt;&amp;lt;/html&amp;gt;&lt;/span&gt; 
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Goal: Run this in a browser and confirm a blank canvas loads with no build tools required.&lt;/p&gt;

&lt;p&gt;🌈 Step 2 – Add Environment Map + IBL&lt;br&gt;
Goal: Learn how PMREMGenerator converts HDR imagery for real-time reflections.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;pmrem&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;PMREMGenerator&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;pmrem&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;compileEquirectangularShader&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;TextureLoader&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nf"&gt;load&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
  &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;https://threejs.org/examples/textures/2294472375_24a3b8ef46_o.jpg&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;tex&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;env&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;pmrem&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;fromEquirectangular&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;tex&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nx"&gt;texture&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;environment&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;env&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;background&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;env&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;tex&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;dispose&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt; &lt;span class="nx"&gt;pmrem&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;dispose&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;);&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;✔️ Test: Replace textures or change background → reflections update.&lt;/p&gt;

&lt;p&gt;🔦 Step 3 – Set Up Lighting &amp;amp; Shadows&lt;br&gt;
Goal: Use AmbientLight and DirectionalLight with shadows enabled.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;shadowMap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;enabled&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="nx"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;shadowMap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;type&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;PCFSoftShadowMap&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;ambient&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;AmbientLight&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mh"&gt;0x404040&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.6&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ambient&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dir&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;DirectionalLight&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mh"&gt;0xffffff&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;castShadow&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="nx"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;shadow&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;mapSize&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;512&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;512&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;shadow&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;camera&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;left&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;shadow&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;camera&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;right&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;shadow&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;camera&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;top&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;shadow&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;camera&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;bottom&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;20&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;🔍 Test: Add a cube or sphere to the scene and see the shadow effect.&lt;/p&gt;

&lt;p&gt;🧩 Step 4 – Create PBR Ground + Cubes&lt;br&gt;
Goal: Build a reflective ground and rotating PBR cubes.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;ground&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;Mesh&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
  &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;PlaneGeometry&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
  &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;MeshStandardMaterial&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;color&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mh"&gt;0x334477&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;roughness&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mf"&gt;0.2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;metalness&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mf"&gt;0.6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;side&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;DoubleSide&lt;/span&gt; &lt;span class="p"&gt;})&lt;/span&gt;
&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;ground&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rotation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;PI&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="nx"&gt;ground&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;receiveShadow&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ground&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;cubes&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[];&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;mat&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;MeshStandardMaterial&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;color&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mh"&gt;0x44ccff&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;metalness&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mf"&gt;0.5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;roughness&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mf"&gt;0.1&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;boxGeo&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;BoxGeometry&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

&lt;span class="k"&gt;for&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="o"&gt;=-&lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;&lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;=&lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;&lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;){&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;cube&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;Mesh&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;boxGeo&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;mat&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;cube&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="o"&gt;*&lt;/span&gt;&lt;span class="mf"&gt;1.5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0.5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;cube&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;castShadow&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cube&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;cubes&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;push&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cube&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="c1"&gt;// optional visual "shadow blob":&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;blob&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;Mesh&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;CircleGeometry&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mf"&gt;0.7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mi"&gt;32&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;MeshBasicMaterial&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;color&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mh"&gt;0x000000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;transparent&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;opacity&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mf"&gt;0.4&lt;/span&gt; &lt;span class="p"&gt;})&lt;/span&gt;
  &lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;blob&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rotation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="o"&gt;=-&lt;/span&gt;&lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;PI&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;blob&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="o"&gt;*&lt;/span&gt;&lt;span class="mf"&gt;1.5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0.01&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;blob&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;➡️ Visual check: Cubes reflect on the ground and cast shadows.&lt;/p&gt;

&lt;p&gt;🎮 Step 5 – FPS Camera Controls&lt;br&gt;
Goal: Implement pointer-lock for free-look controls + WASD movement.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;yaw&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;pitch&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;velocity&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt; &lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;{};&lt;/span&gt;

&lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;body&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;click&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,()&lt;/span&gt;&lt;span class="o"&gt;=&amp;gt;&lt;/span&gt;&lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;body&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;requestPointerLock&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
&lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;pointerlockchange&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,()&lt;/span&gt;&lt;span class="o"&gt;=&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;fn&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;pointerLockElement&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="nx"&gt;onMouseMove&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{};&lt;/span&gt;
  &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;pointerLockElement&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;addEventListener&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;removeEventListener&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;](&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;mousemove&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;fn&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;onMouseMove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;){&lt;/span&gt;
  &lt;span class="nx"&gt;yaw&lt;/span&gt; &lt;span class="o"&gt;-=&lt;/span&gt; &lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;movementX&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mf"&gt;0.002&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;pitch&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;MathUtils&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;clamp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;pitch&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;movementY&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mf"&gt;0.002&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;PI&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;PI&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;keydown&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;e&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;key&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;toLowerCase&lt;/span&gt;&lt;span class="p"&gt;()]&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;keyup&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;e&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;e&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;key&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;toLowerCase&lt;/span&gt;&lt;span class="p"&gt;()]&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;✅ Confirm mouse-lock and mouse look work after clicking the canvas.&lt;/p&gt;

&lt;p&gt;🌀 Step 6 – Animation Loop &amp;amp; Movement Logic&lt;br&gt;
Goal: Implement animate loop &amp;amp; rotate cubes.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;animate&lt;/span&gt;&lt;span class="p"&gt;(){&lt;/span&gt;
  &lt;span class="nf"&gt;requestAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;animate&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="c1"&gt;// handle movement&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dir&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;d&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;]?&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;a&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;]?&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;s&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;]?&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;w&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;]?&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;normalize&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nf"&gt;applyAxisAngle&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="nx"&gt;yaw&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;camera&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addScaledVector&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;dir&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.05&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="nx"&gt;camera&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rotation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;pitch&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;yaw&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;YXZ&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="c1"&gt;// rotate cubes&lt;/span&gt;
  &lt;span class="nx"&gt;cubes&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;forEach&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;c&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;c&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rotation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="mf"&gt;0.01&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;c&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rotation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="mf"&gt;0.01&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;});&lt;/span&gt;

  &lt;span class="nx"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;render&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;camera&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="nf"&gt;animate&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;resize&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt;&lt;span class="o"&gt;=&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;camera&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;aspect&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;innerWidth&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nx"&gt;innerHeight&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;camera&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;updateProjectionMatrix&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="nx"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;setSize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;innerWidth&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="nx"&gt;innerHeight&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;➡️ Visual check: camera movement and cube rotation are smooth.&lt;/p&gt;

&lt;p&gt;👉 How You Can Extend This&lt;br&gt;
Add emissive cubes (light sources)&lt;/p&gt;

&lt;p&gt;Add bloom post-process for glow effects&lt;/p&gt;

&lt;p&gt;Swap materials dynamically (metalness / roughness)&lt;/p&gt;

&lt;p&gt;Add moving point lights&lt;/p&gt;

&lt;p&gt;Add collision or physics interactions&lt;/p&gt;

&lt;p&gt;💾 Link to Full Source &amp;amp; Repo&lt;br&gt;
You can find the full, clean, no-tooling demo here:&lt;br&gt;
👉 &lt;a href="https://github.com/yusufmalik2008/PBR-three.js" rel="noopener noreferrer"&gt;https://github.com/yusufmalik2008/PBR-three.js&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Clone it with:&lt;/p&gt;

&lt;p&gt;bash&lt;br&gt;
Copy&lt;br&gt;
Edit&lt;br&gt;
git clone &lt;a href="https://github.com/yusufmalik2008/PBR-three.js.git" rel="noopener noreferrer"&gt;https://github.com/yusufmalik2008/PBR-three.js.git&lt;/a&gt;&lt;br&gt;
cd PBR-three.js&lt;br&gt;
open index.html&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>programming</category>
      <category>javascript</category>
    </item>
    <item>
      <title>Voxel Raycaster (Voxlap-style) with baked cubic PBS/PBR lighting C#</title>
      <dc:creator>Joseph</dc:creator>
      <pubDate>Sat, 21 Jun 2025 13:08:35 +0000</pubDate>
      <link>https://dev.to/joseph7f/voxel-raycaster-voxlap-style-with-baked-cubic-pbspbr-lighting-c-4m2d</link>
      <guid>https://dev.to/joseph7f/voxel-raycaster-voxlap-style-with-baked-cubic-pbspbr-lighting-c-4m2d</guid>
      <description>&lt;p&gt;I've always dreamed of making a renderer that captures the look and vibe of games like Jet Set Radio, Wind Waker, and PS1/PS2-era classics. So I built this: a voxel raycaster using baked physically based shading (PBS) and stylized outlines — written from scratch in C# with OpenTK.&lt;/p&gt;

&lt;p&gt;This article walks through some of the ideas, code, and visuals behind it Goals&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Stylized look, not realistic&lt;/li&gt;
&lt;li&gt;Voxel-based 3D rendering (like Minecraft, but denser)&lt;/li&gt;
&lt;li&gt;Prebaked lighting (GI, AO, skylight) to simulate advanced shading without real-time cost&lt;/li&gt;
&lt;li&gt;Post-processing outlines to add thickness and style&lt;/li&gt;
&lt;li&gt;Portable, optimized, compact&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;💡 How It Works&lt;/p&gt;

&lt;p&gt;This voxel renderer is based on raycasting inside a 3D texture (a &lt;code&gt;sampler3D&lt;/code&gt;) with voxel color+alpha data. Here's what the renderer does:&lt;/p&gt;

&lt;h4&gt;
  
  
  1. Voxel Texture Generation
&lt;/h4&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;byte[] data = new byte[size * size * size * 4];
// Fill with procedural shapes (islands, crystals, etc.)
GI_bake(data);
GL.TexImage3D(...); // Upload voxel data to GPU
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;I use multiple GI passes:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;GI_bake&lt;/code&gt;: simulates light exposure from above&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;GI_bake_Skylight&lt;/code&gt;: contrast-boosted skylight&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;GI_bake_Bounce&lt;/code&gt;: adds diffuse bounce from neighbors&lt;/li&gt;
&lt;/ul&gt;

&lt;h4&gt;
  
  
  2. Raycasting Shader (GLSL)
&lt;/h4&gt;

&lt;p&gt;The main fragment shader walks a ray through the voxel volume:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight glsl"&gt;&lt;code&gt;&lt;span class="kt"&gt;vec3&lt;/span&gt; &lt;span class="n"&gt;ray&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;camPos&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="kt"&gt;ivec3&lt;/span&gt; &lt;span class="n"&gt;v&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;ivec3&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;ray&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="c1"&gt;// Step through the voxel grid&lt;/span&gt;
&lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;maxSteps&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kt"&gt;vec4&lt;/span&gt; &lt;span class="n"&gt;c&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;texelFetch&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;vox&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;v&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; 
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;c&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;a&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;fragColor&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;c&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="c1"&gt;// Advance along ray using DDA&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h4&gt;
  
  
  3. Outline Shader
&lt;/h4&gt;

&lt;p&gt;A full-screen pass uses simple brightness edge detection:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight glsl"&gt;&lt;code&gt;&lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;edge&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="n"&gt;edge&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="n"&gt;step&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;abs&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;lum&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="n"&gt;lumX&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="p"&gt;...&lt;/span&gt;
&lt;span class="kt"&gt;vec3&lt;/span&gt; &lt;span class="n"&gt;finalColor&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;mix&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;c&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;rgb&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;outlineColor&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;clamp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;edge&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;It adds thick outlines around color or brightness changes — giving it a cel-shaded, "inked" look.&lt;/p&gt;

&lt;h3&gt;
  
  
  🛠 Technologies Used
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;C# / .NET 6&lt;/li&gt;
&lt;li&gt;
&lt;a href="https://opentk.net/" rel="noopener noreferrer"&gt;OpenTK&lt;/a&gt; (OpenGL bindings for C#)&lt;/li&gt;
&lt;li&gt;GLSL shaders (330 core)&lt;/li&gt;
&lt;li&gt;No engine, no Unity — just raw code&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;💬 Why This Project?&lt;/p&gt;

&lt;p&gt;My younger brother said it looked like Jet Set Radio — and honestly that made me super happy. I wanted a renderer that could be:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Small and fast&lt;/li&gt;
&lt;li&gt;Super customizable&lt;/li&gt;
&lt;li&gt;Stylized, with that early-2000s console look&lt;/li&gt;
&lt;li&gt;Fun to code and draw with&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;I'm also planning maximum optimization for the future — GPU performance, data compaction, and rendering tricks.&lt;/p&gt;

&lt;p&gt;💭 Closing Thoughts&lt;/p&gt;

&lt;p&gt;If you're into rendering, graphics, or building stylized engines from scratch, this kind of project is super fun and rewarding. You don't need huge engines — just some math, code, and creativity.&lt;/p&gt;

&lt;p&gt;Want to learn more? I can share more about the probe-based lighting, optimization ideas, or outline tweaks in a follow-up post. Thanks for reading!&lt;/p&gt;

&lt;p&gt;📦 Code Snippet (Optional)&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;GI_bake&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(...)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Exposure-based lighting&lt;/span&gt;
        &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;light&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Clamp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;exposure&lt;/span&gt; &lt;span class="p"&gt;/&lt;/span&gt; &lt;span class="m"&gt;10f&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;0.2f&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;1.0f&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;*=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;light&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



</description>
      <category>voxel</category>
      <category>programming</category>
      <category>gamedev</category>
      <category>discuss</category>
    </item>
  </channel>
</rss>
