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Why extensions sit beside the port
The core library ports three.js. An extension adds content that three.js does not have: a femur, a tibia, later a tree, a building, water.
Keeping them apart protects both jobs. A port can follow three.js names and tests without growing a humanoid. An extension can use osteometry without pretending three.js shipped a femur.
extensions/ is that split. The first path is humanoid/skeleton/leg/. A later bone lands next to the femur, tibia, fibula and patella. The knee tissues sit in leg/knee/. The named muscles sit in leg/muscles/. Vessels, lymph, nerves, skin and hair sit beside them.
Grass, terrain and water each get their own folder under extensions/.
The house rules do not change. Units, kinds, coverage and documentation apply to an extension the same way they apply to a camera. The README list for extensions is separate from the three.js checklist, so a ticked femur is not a claim that three.js has one.
Tutorials
How-to
Reference
- Scene graph
- Rotations
- Cameras
- Geometry
- Geometry addons
- Lofts and clipping groups
- Sculptor
- Procedural generators
- Meshes and assets
- Lines
- Points and sprites
- Helpers
- Scene objects
- Animated objects
- Raycasting
- Curves and paths
- Animation
- Skinning
- Materials
- Node materials
- TSL functions
- Lights
- Lighting addons
- Fog
- Textures
- Renderer
- Renderer hooks and material flags
- Rasterization
- GPU backend
- Render target
- Post-processing
- GPU computation
- Compute nodes
- Progressive light map
- Gaussian splats
- Voxel global illumination
- SVG renderer
- Image files
- Image decode queue
- Model files
- More model files
- Exporters
- Scene JSON
- Windowing and controls
- Math
- Norm consumers
- Math addons
- Units
- Coverage tool
- Commands
- Examples
- Benchmarks
- Extensions
- Shared physics
- Physics query snapshots
- Continuous collision
- Tick force restoration
- Water
- Streamline
- Animals
- Buildings
- CARLA
- Femur
- Tibia
- Fibula
- Patella
- Knee
- Muscles
- Vessels
- Lymph
- Nerves
- Integument
- Leg
- Foot
- Pelvis
- Torso
- Arm
- Hand
- Head
- Genome
- Game humanoid
- Humanoid fidelity
- Audio-aligned game faces
- Converted assets
- Mesh quality
- Segment inertia
Explanation
- Software rasterizer
- Scene graph as an array
- Linear color
- Normals are not colors
- Perspective correction
- Fixed-point coverage
- Per-fragment shading
- Mipmaps
- Sorted transparency
- Types and checks
- Render hooks as a trait
- Shared CPU and GPU code
- Bands and threads
- PNG structure
- Extensions beside the port
- CUDA teardown hang
- Mojo compiler hang