
Description
Anyone who has built a three.js scene knows the drill: tune shadow maps, bake lightmaps, place light probes, then watch it fall apart once the camera moves. ThreeRT takes another route. You write the scene with a three.js-style API and the GPU's ray-tracing hardware does real-time path tracing on every light, at 60 fps with the camera moving.
The pitch is "same code, different picture". One scene file runs as plain three.js in a browser, and in ThreeRT it gets global illumination, real reflections and emissive surfaces that light the room. It is also a game runtime, not only a renderer — the team built a shooter, OpenStrike, on top of it.
three.js-style API:
No baking: Shadows, bounce light and reflections are traced — no shadow maps, light probes or lightmaps.
Real-time 60 fps: Production scenes such as Amazon Lumberyard Bistro hold 60 fps on a laptop while the camera moves, rather than converging only when it stops.
Physical light units: The sun is set in lux and an emissive material is a light source, so a tutorial-size scene looks right at default settings.
Game runtime: Scene and gameplay code run inside the engine, and the same file still runs as three.js in a browser.
Stack: A Rust + wgpu engine with TypeScript scene and gameplay packages, clients for macOS and iOS, MIT licensed.
The pitch is "same code, different picture". One scene file runs as plain three.js in a browser, and in ThreeRT it gets global illumination, real reflections and emissive surfaces that light the room. It is also a game runtime, not only a renderer — the team built a shooter, OpenStrike, on top of it.
Features
three.js-style API:
Scene, Mesh, MeshStandardMaterial and friends, installed from npm as @threert/scene.No baking: Shadows, bounce light and reflections are traced — no shadow maps, light probes or lightmaps.
Real-time 60 fps: Production scenes such as Amazon Lumberyard Bistro hold 60 fps on a laptop while the camera moves, rather than converging only when it stops.
Physical light units: The sun is set in lux and an emissive material is a light source, so a tutorial-size scene looks right at default settings.
Game runtime: Scene and gameplay code run inside the engine, and the same file still runs as three.js in a browser.
Stack: A Rust + wgpu engine with TypeScript scene and gameplay packages, clients for macOS and iOS, MIT licensed.

