| ▲ | socalgal2 3 hours ago | |
Why three.js? Your LLM will do fine without it and be able to optimize further for your particular use case without being stopped by three.js architecture that may or may not fit your project. Ask your LLM, "Can we remove three.js so that we can re-architect the graphics system to be more optimized for our specific use case?" and see what it comes back with. | ||
| ▲ | simonw an hour ago | parent [-] | |
OK, this comment convinced me to give that a shot. Here's a thing I made in Three.js this morning - a Nudibranch themed Faberge Egg: https://static.simonwillison.net/static/2026/Hidden-Reef-Egg... (77KB) I just asked Claude (Opus 5.5 Medium running in regular Claude Chat) to port that to Vanilla JS, in the same thread where it had built it, and got this: https://static.simonwillison.net/static/2026/Hidden-Reef-Egg... (98KB) They aren't identical - you can see what Claude said about that in the transcript (I don't fully understand why it differed): https://claude.ai/share/e56d163e-2793-4677-aa11-191d5058b414 But yeah, it turns out Claude Opus 5.5 is perfectly capable of 3D modeling in Vanilla JS + WebGL without Three.js. In eyeballing the code I find the Three.js slightly easier to understand myself, but I rarely look at the code for these 3D projects so that isn't a particularly big deal. | ||