A SaaS landing built around the Command Palette as a conversion surface — not decoration.

CMDK wired to live state, streaming AI responses, R3F dashboard backdrop running off the main thread. Lighthouse 96 mobile · LCP 1.6s · CLS 0.03.

Stack: Next.js 15 App Router · Tailwind v4 @Theme · Framer Motion 12 · Vercel AI SDK. Performance budget enforced in CI. Built by GrowthSite Lab.

#Nextjs #TailwindCSS #SaaS #R3F #WebDev #FediverseDevs

Five thousand nodes, 60fps, one Three.js scene.

A knowledge graph 3D visualization built on React Three Fiber + d3-force-3d + Vite. Instanced sphere geometry for nodes, batched line geometry for edges, auto-frame camera on first paint. Vertex colors disabled on the material — that's the landmine that costs a weekend if you miss it.

Built by GrowthSite Lab.

#R3F #ThreeJS #Visualization #FediverseDevs #WebGL

7 flagship homepages in 7 days. Week 1 wrap.

HELIOS closes the triptych: high-key glass prism with 6-beam spectrum dispersion. Light-palette R3F at 60fps mobile.

The pattern across 7 builds: precompute heavy work at build time, lazy-mount the canvas, and never let two libraries fight for the same input event.

Average LCP 1.6s. Zero HDR fetches.

Built by GrowthSite Lab.

#r3f #threejs #growthsitelab

ÆTHER ships iridescence + dispersion on the same meshPhysicalMaterial.

60fps on iPhone 15 Pro. The unlock is precomputing the iridescence cubemap at build time — one static asset, zero per-frame GPU cost.

Layered with Framer Motion 12 scroll choreography, WCAG 2.2 AA on the same scene.

Built by GrowthSite Lab.

#r3f #threejs #growthsitelab

5 GSAP-pinned cinematic scenes at 60fps mobile.

Cooperation pattern: Lenis owns wheel/touch input, ScrollTrigger reads from Lenis's scroll callback. Single owner = zero jank.

Iridescence is meshPhysicalMaterial physics, not a moving texture. No HDR environment needed.

Torch-mask cursor reveal: pure CSS mask, zero JS reflow per pointermove.

Built by GrowthSite Lab.

#r3f #threejs #growthsitelab

I've published my first pass at a React API for #HelloTerrain, available now on npm. It's a lot easier to use when developing a react-three/fiber scene. Try it out!

#r3f #threejs

https://hello-terrain.kenny.wtf/docs/react

React Overview

Build Hello Terrain scenes in react-three/fiber with the @hello-terrain/react package

I've uploaded a small example of a world you can walk around in, using the raycast and terrain query API of the terrain library to power a simple character controller. Go have a stroll!

#threejs #r3f #HelloTerrain

https://hello-terrain.kenny.wtf/examples/raycast-character-controller

Raycasting character controller + terrain heightmap stamps
(from https://github.com/Roland09/Terrain-Stamps )

#threejs #r3f #helloterrain

Terrain raycasting API is working so well~ First time I've ever been able to embody a character and walk around one of my terrain scenes!

#threejs #r3f #helloterrain

💌 The Web Game Dev Newsletter Issue 030 is out! Read it online here: https://webgamedev.com/newsletter/030, and subscribe to get the next ones delivered right to your inbox 🚀 #threejs #r3f #gamedev
Newsletter – Issue 030 | Web Game Dev