06/32proof of conceptReal-Time 3D Rendering

ScenewrightReal-Time 3D Engine for Decks, Video and Games

One real-time 3D engine in the browser, used for presentations, video and a multiplayer game.

In motion

Screen recordings, no sound

What it solves

Real-time 3D usually means a game engine, a download and a specialist for each new use. This is one rendering engine that runs in any browser and is reused for presentations, video and a game.

How it runs

Six steps, input to output

Goes inA scene: the world, its lighting, the camera path and the brand colours

  1. 01

    World

    Terrain, sky, water and buildings are built from data, with landmarks modelled in Blender by script and their light baked in Cycles.

  2. 02

    Light

    A time of day sets the sun, the sky and the colour grade, tinted from the brand.

  3. 03

    Camera

    Fixed stops with flights between them for a deck or a film, or a free camera for a game.

  4. 04

    Render

    three.js draws the frame, then bloom, ambient occlusion and light shafts finish it.

  5. 05

    Quality

    A short benchmark picks a quality level and steps down if the frame rate drops.

  6. 06

    Output

    One offline HTML deck, a recorded video or a live game in the browser, and the same assets carry into Unreal Engine 5 for photoreal fly-throughs.

Comes outReal-time 3D in a browser: behind a deck, recorded as video, or played as a game

What it does

A real-time 3D rendering engine that runs in any browser, with nothing to install.

Landmarks are modelled in Blender by script on real map footprints, with their light baked in Cycles, and the same assets carry into Unreal Engine 5 for photoreal fly-throughs.

The engine lights a world for a time of day, moves a camera through it and holds the frame rate by choosing its own quality level.

It is used four ways: as a live world behind a presentation, built into one offline file.

As video, recorded from those scenes.

In a multiplayer browser game, which shares its rendering techniques.

And for the 3D scenes on this website.

Three decisions

What shaped the build

Built with

8 parts

three.js
the real-time renderer
Post-processing
bloom, ambient occlusion, light shafts
Blender · Python
models built by script, light baked in Cycles
Unreal Engine 5
photoreal fly-throughs of the same assets
GSAP
camera moves + slide builds
Auto quality
benchmarks, then holds the frame rate
esbuild
one offline HTML file
Browser smoke test
walks every stop