Choose a node
The trunk has an order; asset and interaction skills can advance in parallel based on the project.
BROWSER 3D · OUTCOME-BASED LEARNING
Start with the WebGL graphics pipeline, then build Three.js scenes, asset pipelines, interaction, and performance skills. Every node states what to learn, what to make, and what counts as passing.
Check your skillsHOW IT WORKS
The trunk has an order; asset and interaction skills can advance in parallel based on the project.
Every level from Lv.0 to Lv.4 has its own learning goal, task, and acceptance check.
Completion means code, measurements, a public page, or a reproducible asset—not a “finished reading” checkbox.
INTERACTIVE SKILL TREE
Assets and interaction are parallel branches. Reach Lv.2 in either branch to continue into performance and release.
Progress stays on this device. No account and no upload.
01 · Browser graphics foundation
Trace the handoff from JavaScript to the GPU, shaders, and pixels before asking Three.js to handle the lower-level work.
Prerequisite · Basic JavaScript reading
Separate the roles of CSS, SVG, Canvas 2D, WebGL, and Three.js.
Draw the path from JavaScript to a pixel on screen.
Explain when WebGL is unnecessary and why Three.js is not a modelling tool.
CAPSTONE PROJECTS
All four options come from working KeepOnFirst articles or labs. Take them apart, then replace the content, data, and trade-offs with your own.
Keep the story in semantic HTML while scroll progress directs the camera and objects behind it.
Turn OpenStreetMap data into a reproducible Blender and Three.js city scene.
Turn floor-plan data into walls, floors, and furniture with selection, drag, and camera controls.
Combine roads, vehicles, input, camera, effects, and a performance budget into a replayable run.
FULL RUBRIC
Open the full list when you need to compare nodes. All content remains ordinary HTML and does not depend on the visual canvas.