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Getting Started with Three.js

Getting Started with Three.js
## Introduction I have used Three.js for some of my experiments, and it does a really great job of abstracting away the headaches of getting going with 3D in the browser. With it you can create cameras, objects, lights, materials and more, and you have a choice of renderer, which means you can decide if you want your scene to be drawn using HTML 5’s canvas, WebGL or SVG. And since it’s open source you could even get involved with the project. But right now I’ll focus on what I’ve learned by playing with it as an engine, and talk you through some of the basics. For all the awesomeness of Three.js, there can be times where you might struggle. The basics I will assume that you have at least a passing knowledge of 3D, and reasonable proficiency with JavaScript. In our 3D world we will have some of the following, which I will guide you through the process of creating: A scene A renderer A camera An object or two (with materials) Support Just a quick note on support in the browsers. Set the Scene

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