Three.js vs WebGL | (2025) Which Is The BEST JavaScript API To Use Right Now? My Experience Testing
A clear, real-world comparison of Three.js’s high-level scene graph, loaders, PBR materials, post-processing, and emerging WebGPU renderer vs raw WebGL’s low-level control and maximum performance tuning 🧪. We test setup time, learning curve, shader pipelines (GLSL), asset workflows (glTF), bundle size/tree-shaking, TypeScript DX, and deployment to help you choose the right approach for apps, games, and data-viz in 2025 🚀
When Three.js wins: fast product velocity, rich ecosystem (react-three-fiber, drei), WebGPU-ready paths, glTF pipelines, quick prototyping to production
When WebGL wins: bespoke render pipelines, tight memory/state control, zero abstraction, unusual techniques, legacy device constraints
Shader structure: modular GLSL, materials vs custom passes, post-FX chains
Performance checklist: buffers/VAOs, instancing, mipmaps/texture formats, frame pacing, tone mapping
Build & deploy: code-splitting, Vite/Rollup, CDN assets, graceful fallbacks for older GPUs
Debugging stack: Spector.js, browser perf markers, stats panels, GPU profiling tips
Front-end engineers shipping 3D quickly
Graphics programmers needing full control
Indie gamedev/data-viz teams balancing speed vs fidelity
Students learning modern web graphics fundamentals
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#ThreeJS #WebGL #WebGPU #JavaScript #TypeScript #GLSL #Shaders #Rendering #3DWeb #GameDev #DataViz #glTF #ReactThreeFiber #Vite #Performance #PostProcessing #PBR #WebDev #Frontend #2025Apps
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