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Three.js & GameDev

47h 38m 23s
English
Paid

Start with the basics of Three.js and gradually move on to advanced topics such as streaming infinite worlds, GPU memory optimization, and scalable game architecture. Learn to create anything you want.

As of April 2025, this is still the only course on Three.js that covers topics such as: - Smooth content streaming - Streaming of infinite worlds - Efficient compression of meshes and textures - Working with GPU memory and data structures - Resource management and debugging - Entity management systems - Scalable game architecture and design patterns

About the Author: SimonDev

SimonDev thumbnail
Hello! My name is Simon - I am a senior graphics engineer with over 20 years of experience. You might know me from a YouTube channel with over 214,000 subscribers (as of writing this). I have a degree in computer science from the University of Toronto. I started my career in the early 2000s as a graphics programmer, working on the original Xbox and PlayStation 2 consoles. In the gaming industry, I specialized in 3D rendering and performance optimization, developed my own engines and shader tools, implemented visual effects, and configured pipelines. One of my projects—a custom shader graph system—was presented at the GDC conference in 2007, long before popular visual shader editors emerged. Later, I joined the Chrome team at Google, where I spent about seven years working on performance, infrastructure, and tools for large-scale profiling and tracking regressions. At the same time, I worked on various unusual and fascinating projects. For example, I created and maintained an MMO with millions of players and tens of thousands online simultaneously—with a server-side in C++ and a client in Adobe Shockwave. I also consulted on mobile game development for the iPhone, including rewriting the backend from PHP to Python, which reduced server costs from ~$10,000 to ~$50 per month. Now, I create technical demos and run a YouTube channel dedicated to real-time graphics, performance, and game development. I still adore all of this—and strive to share the knowledge I've accumulated.

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#1: 1. Hello World
All Course Lessons (55)
#Lesson TitleDurationAccess
1
1. Hello World Demo
39:47
2
2.1 Render Loops
14:48
3
2.2 Render Loops
27:09
4
3.1 Scene Graphs
17:26
5
3.2 Scene Graphs
24:56
6
4.1 Materials & Geometries
07:39
7
4.2 Materials & Geometries
14:18
8
5.1 Debug UI
07:59
9
5.2 Debug UI
21:48
10
6.1 Perspective & Orthographic Cameras
15:43
11
6.2 Perspective & Orthographic Cameras
15:07
12
7.1 Lig & Shadows
17:34
13
7.2 Lig & Shadows
49:13
14
8.1 Textures & Materials
28:24
15
8.2 Textures & Materials
01:46:08
16
9 Loading Models
23:55
17
10.1 HDR
24:51
18
10.2 HDR
51:04
19
11 Character Animations
40:53
20
12 Shaders
33:01
21
13 Advanced Geometry
48:39
22
14.1 Render Targ
03:45
23
14.2 Render Targ
35:04
24
15.1 Postprocessing
05:12
25
15.2 Postprocessing
01:24:06
26
16.1 Basic Debugging
16:01
27
16.2 Basic Debugging
19:33
28
17.1 Managing Resources
10:32
29
17.2 Managing Resources
34:51
30
18 Project 3rd Person Camera
01:07:35
31
19 Particle Systems
35:04
32
20.1 Physics
18:12
33
20.2 Physics
01:48:43
34
21.1 Advanced Particle Systems
02:45:52
35
21.2 Advanced Particle Systems
01:15:24
36
22.1 Compression - SimonDev
58:13
37
22.2 Compression - SimonDev
36:50
38
23.1 Project Solar System v2
03:02:53
39
23.2 Project Solar System v2
02:29:22
40
24 Depth Textures
01:04:12
41
25 Streaming & Infinite Terrain
01:30:28
42
26 GPGPU - Stateless GPU Particles
01:05:52
43
27 GPGPU - Stateful GPU Particles
01:04:40
44
28 GPGPU - Advanced
49:31
45
29.1 GPGPU - Boids
01:35:03
46
29.2 GPGPU - Boids
01:04:31
47
29.3 GPGPU - Boids
15:01
48
30 Customizing Materials
01:53:38
49
31 Intro to Design Patterns
47:53
50
32 Applying Patterns
02:26:52
51
33.1 Entity Management
01:22:31
52
33.2 Entity Management
55:36
53
34.1 Graphs and Data Structures
01:00:04
54
34.2 Graphs and Data Structures
01:29:16
55
34.3 Graphs and Data Structures
15:41
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