Spring GDS 25th Anniversary
A logistics company that ships to 190 countries built something to ship to itself.
Three.js is a JavaScript library for rendering 3D graphics in the browser. It sits on top of WebGL, the low-level interface that lets a web page talk to the graphics card. WebGL on its own is verbose and unforgiving. Three.js wraps it in concepts a developer can reason about: scenes, cameras, lights, meshes, materials.
The result runs in any modern browser with no plugin and no install. You point a camera at a scene, add objects and lighting, and Three.js handles the math that turns it into pixels at sixty frames a second. A product configurator where a shopper rotates a sneaker, changes its color, and watches the light play across the material in real time is a textbook Three.js build. It runs on a phone or a laptop straight from a URL.
It's a rendering library, not a game engine. There's no built-in physics, no level editor, no asset pipeline out of the box. For interactive 3D on the open web, though, it's the most established option there is, and most browser-based 3D experiences you've seen were built on it.
When a project needs real 3D in the browser, Three.js is our usual route. Product configurators, interactive installations, data brought to life in three dimensions. We've used it in web development work where a flat interface wouldn't carry the idea and a native app would have been the wrong place to put it.
Performance is where these projects live or die, so that's where we focus. A 3D scene that drops frames or melts a phone battery isn't worth shipping. We build with the device budget in mind from the start, test on real hardware, and tune until it runs smoothly for the people who'll actually use it.
Got an idea that needs real 3D in the browser? Let's see what we can build.
A logistics company that ships to 190 countries built something to ship to itself.
Turning a brand into a working business.
Half a million people. One app. Zero chaos.















