Every game project starts with the same question: what do we build it in? For anything that should run in a browser, our answer keeps landing on Three.js.
It isn't a full engine, and that's deliberate. Three.js handles rendering, the scene graph, materials, lights, shadows, and the draw calls, and leaves the rest to you. You pick the physics (Rapier, compiled from Rust to WebAssembly, is the current default), the model pipeline (glTF and GLB, squeezed with Draco), and the input layer.
The payoff is distribution. A browser game is one click away, no install, no app-store review, no 30% platform cut. Updates ship the moment you deploy.
Our full guide walks it from a first scene to multiplayer and production optimization: https://www.abratabia.com/threejs/
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