<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Three.js Creation Diary on Feynman's Blog</title><link>/en/series/three.js-creation-diary/</link><description>Recent content in Three.js Creation Diary on Feynman's Blog</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Sat, 15 Aug 2026 12:00:00 +0800</lastBuildDate><atom:link href="/en/series/three.js-creation-diary/index.xml" rel="self" type="application/rss+xml"/><item><title>10 | GLSL Basics</title><link>/en/posts/threejs-glsl/</link><pubDate>Sat, 15 Aug 2026 12:00:00 +0800</pubDate><guid>/en/posts/threejs-glsl/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;The first 9 lessons all used Three.js built-in materials (MeshStandardMaterial, MeshBasicMaterial&amp;hellip;). This lesson starts writing custom shaders — talking to the GPU directly with GLSL, so gradients, waves, and Fresnel effects are generated entirely by code instead of built-in material presets.&lt;/p&gt;

&lt;/blockquote&gt;
&lt;p&gt;&lt;img src="/images/2026-07-07_series_threejs-creation-diary/10_glsl/demo.png" alt="Demo: GLSL basics (gradient sphere, Fresnel rim-glow sphere, Raw sphere, wave floor, live parameter panel)"&gt;&lt;/p&gt;
&lt;h2 id="01-learning-objectives"&gt;01 Learning Objectives&lt;/h2&gt;
&lt;p&gt;This lesson focuses on GLSL shader programming fundamentals:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Understand the structure and execution flow of Vertex / Fragment Shaders&lt;/li&gt;
&lt;li&gt;Master the roles of &lt;code&gt;gl_Position&lt;/code&gt; / &lt;code&gt;gl_FragColor&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;Distinguish the three variable types: &lt;code&gt;attribute&lt;/code&gt; / &lt;code&gt;uniform&lt;/code&gt; / &lt;code&gt;varying&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;Understand &lt;code&gt;ShaderMaterial&lt;/code&gt; vs &lt;code&gt;RawShaderMaterial&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;Master coordinate transformations (model → world → view → clip)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="02-glsl-basic-syntax"&gt;02 GLSL Basic Syntax&lt;/h2&gt;
&lt;p&gt;GLSL is a C-style shading language, slightly different from JS/TS. First, the most common &amp;ldquo;parts&amp;rdquo;.&lt;/p&gt;</description></item><item><title>09 | Animation System</title><link>/en/posts/threejs-animation/</link><pubDate>Thu, 30 Jul 2026 12:00:00 +0800</pubDate><guid>/en/posts/threejs-animation/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;In the first 8 lessons, all animations were manually written in the requestAnimationFrame loop. This lesson introduces GSAP tweening and Three.js native keyframe system for more elegant and powerful animation control.&lt;/p&gt;

&lt;/blockquote&gt;
&lt;p&gt;&lt;img src="/images/2026-07-07_series_threejs-creation-diary/09_animation/demo.png" alt="Demo: Animation System"&gt;&lt;/p&gt;
&lt;h2 id="01-learning-objectives"&gt;01 Learning Objectives&lt;/h2&gt;
&lt;p&gt;This lesson focuses on Three.js animation system:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Understand requestAnimationFrame loop vs GSAP animation differences&lt;/li&gt;
&lt;li&gt;Master gsap.to() / gsap.from() / gsap.timeline()&lt;/li&gt;
&lt;li&gt;Learn to use GSAP for smooth camera and object movement&lt;/li&gt;
&lt;li&gt;Master AnimationMixer for model animation playback&lt;/li&gt;
&lt;li&gt;Learn keyframe animation (KeyframeTrack / AnimationClip)&lt;/li&gt;
&lt;li&gt;Understand AnimationObjectGroup for shared animation across multiple objects&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="02-requestanimationframe-vs-gsap"&gt;02 requestAnimationFrame vs GSAP&lt;/h2&gt;
&lt;table&gt;
	&lt;thead&gt;
			&lt;tr&gt;
					&lt;th&gt;Feature&lt;/th&gt;
					&lt;th&gt;requestAnimationFrame&lt;/th&gt;
					&lt;th&gt;GSAP&lt;/th&gt;
			&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
			&lt;tr&gt;
					&lt;td&gt;Purpose&lt;/td&gt;
					&lt;td&gt;Per-frame logic (physics, LOD, rendering)&lt;/td&gt;
					&lt;td&gt;Tweening (smooth transitions)&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;Control&lt;/td&gt;
					&lt;td&gt;Manual delta, progress management&lt;/td&gt;
					&lt;td&gt;Auto interpolation, easing curves&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;Easing&lt;/td&gt;
					&lt;td&gt;Must implement yourself&lt;/td&gt;
					&lt;td&gt;30+ built-in easing functions&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;Sequencing&lt;/td&gt;
					&lt;td&gt;Must orchestrate yourself&lt;/td&gt;
					&lt;td&gt;timeline in one line&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;Performance&lt;/td&gt;
					&lt;td&gt;Optimal&lt;/td&gt;
					&lt;td&gt;Excellent (auto-optimized)&lt;/td&gt;
			&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;&lt;strong&gt;Both can be used simultaneously&lt;/strong&gt;: rAF for render loop, GSAP for animation control.&lt;/p&gt;</description></item><item><title>08 | Model Loading</title><link>/en/posts/threejs-model-loading/</link><pubDate>Tue, 28 Jul 2026 12:00:00 +0800</pubDate><guid>/en/posts/threejs-model-loading/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;In the first 7 lessons, we created geometry with code. In real projects, 3D models are usually made in Blender/Maya, exported as GLTF/GLB, and loaded into the scene. This lesson covers the complete model loading pipeline: load → compress → scale → animate.&lt;/p&gt;

&lt;/blockquote&gt;
&lt;p&gt;&lt;img src="/images/2026-07-07_series_threejs-creation-diary/08_model-loading/demo.png" alt="Demo: Model Loading"&gt;&lt;/p&gt;
&lt;h2 id="01-learning-objectives"&gt;01 Learning Objectives&lt;/h2&gt;
&lt;p&gt;This lesson focuses on Three.js model loading system:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Understand GLTF/GLB format differences and file structure&lt;/li&gt;
&lt;li&gt;Learn to use GLTFLoader to load models&lt;/li&gt;
&lt;li&gt;Understand Draco compression principles and configuration&lt;/li&gt;
&lt;li&gt;Implement LoadingManager for unified progress management&lt;/li&gt;
&lt;li&gt;Master model auto-scaling and centering algorithms&lt;/li&gt;
&lt;li&gt;Understand LOD (Level of Detail) strategy&lt;/li&gt;
&lt;li&gt;Learn AnimationMixer for animation playback&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="02-gltf-format-details"&gt;02 GLTF Format Details&lt;/h2&gt;
&lt;h3 id="gltf-vs-glb"&gt;GLTF vs GLB&lt;/h3&gt;
&lt;table&gt;
	&lt;thead&gt;
			&lt;tr&gt;
					&lt;th&gt;Format&lt;/th&gt;
					&lt;th&gt;Description&lt;/th&gt;
					&lt;th&gt;Use Case&lt;/th&gt;
			&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
			&lt;tr&gt;
					&lt;td&gt;GLTF&lt;/td&gt;
					&lt;td&gt;JSON text, resources scattered (.gltf + .bin + textures)&lt;/td&gt;
					&lt;td&gt;Development/debugging&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;GLB&lt;/td&gt;
					&lt;td&gt;Binary, single file with all resources&lt;/td&gt;
					&lt;td&gt;Production&lt;/td&gt;
			&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;&lt;strong&gt;GLTF File Structure&lt;/strong&gt;:&lt;/p&gt;</description></item></channel></rss>