Okay, let's start building a basic 3D sandbox game foundation using Three.js. This initial setup will include a scene, a camera, basic controls, and a simple ground plane with a cube.
Next, run npm install to get the dependencies, and then npm run dev to start the development server. You should see a basic 3D scene with a green ground plane and a brown cube. You can use your mouse to orbit around the scene.
Okay, I understand. We can modify the project to use ES modules directly in the browser with Three.js loaded from a CDN. This eliminates the need for npm install and a build step.
Here's the updated setup:
Now, the index.html file can be opened directly in a browser that supports ES modules and importmap (most modern browsers do), and it will load Three.js from the CDN. You should see the same scene as before without any installation or build steps.
Okay, let's switch to a first-person perspective using PointerLockControls. This will lock the mouse cursor and allow looking around by moving the mouse, and we'll add basic WASD movement.
Now, when you open index.html:
Esc key to unlock the mouse pointer and show the overlay again.The player is currently fixed at a height of 1 unit above the ground. We'll add more sophisticated world interaction later.
Okay, this involves several significant additions: gravity/jumping, procedural world generation, and block breaking. This will make the main.js file considerably more complex. We'll use a simple noise function for terrain generation and raycasting for interaction.
Key Changes:
index.html):
simplex-noise to the importmap to load it from a CDN.div with id="crosshair" for aiming.style.css):
#crosshair.z-index.main.js):
simplex-noise.generateWorld function using the noise function to determine block heights.worldGroup (for scene management) and worldBlocks (for raycasting).castShadow, receiveShadow) and a ground plane below the terrain for better shadow rendering.gravity, jumpHeight to playerConfig.velocity.y in handleMovement.onKeyDown to apply jump velocity if canJump is true.handleMovement to detect if the player is on the ground (onGround) and set canJump.reach to playerConfig.onMouseDown listener.breakBlock function:
raycaster.setFromCamera(pointer, camera) to shoot a ray from the center of the screen.worldBlocks array.playerConfig.reach:
worldGroup and worldBlocks.dispose() on the block's geometry and material to free memory.init, generateWorld, onKeyDown, breakBlock, handleMovement, animate.Now you have a procedurally generated world, you can jump with Spacebar, gravity affects you, and you can break blocks by left-clicking while looking at them (within reach).
Okay, let's enhance the graphics with basic procedural textures and ensure the player spawns safely above the terrain.
We'll create simple textures using DataTexture directly in the code to avoid needing external image files. We'll also add a HemisphereLight for softer ambient lighting and adjust the player's starting position based on the generated terrain height.
Changes Made:
createProceduralTextures, createMaterials):
DataTexture instances for grass (top/side), dirt, and stone.MeshStandardMaterial instances using these textures.NearestFilter for a pixelated look.generateWorld):
HemisphereLight for more natural ambient light (soft blue sky, brownish ground).DirectionalLight intensity and shadow parameters (softer shadows, tighter bounds, bias).init, getTerrainHeight):
getTerrainHeight(x, z) function to calculate the expected ground height at given coordinates using the noise function.init, after generating the world, call getTerrainHeight(0, 0) to find the height at the center.camera and controls.getObject() to be playerConfig.height units above this calculated terrain height.handleMovement):
blockTypes color object. Adjusted material disposal in breakBlock (though ideally shared textures shouldn't be disposed).You should now see blocks with basic textures instead of solid colors, slightly improved lighting and shadows, and the player will start at a safe height above the ground at the center of the world.*