Championship 3D court tennis.
Articulated 2-bone IK tennis athletes, 6 stadiums (New York, London, Paris, Dubai, Beach, Moon), Smash Lab target practice, and a 32-player World Tour.
Play Aura Slam 3DAura3D 4.0.1 (@aura3d/engine@4.0.1) is the open-source (MIT), zero-dependency TypeScript 3D engine that replaces ~120 lines of manual Three.js boilerplate with a unified WebGPU compute + WebGL2 runtime, compile-time typed GLB/glTF assets, physical PBR materials, HDR post-processing, Rapier physics, Recast crowd steering, Gaussian splats, portal worlds, and automated Playwright deployment verification.
These are live public Aura3D 4.0.1 games—not video loops or composited mockups. Rally across 6 world stadiums in Aura Slam 3D, fly over sunset gridlock in Apex Overdrive, race armed Ramjet drones in Thermal Drift, or pilot a autonomous Lidar cruiser and supercar fleet across San Francisco in Grid Dispatch.
Explore the 4.0.1 Game GalleryArticulated 2-bone IK tennis athletes, 6 stadiums (New York, London, Paris, Dubai, Beach, Moon), Smash Lab target practice, and a 32-player World Tour.
Play Aura Slam 3DHigh-speed sunset freeway & sky-lane combat racer featuring 11 typed vehicle GLBs, cold-gas thrusters, barrel rolls, carrier launch ramps, and sky-lane dogfights.
Play Apex Overdrive26 typed cyberpunk track & drone GLBs, 3 high-speed tracks, 7 unlockable combat drones, thermal overheat mechanics, and water-mist cooling gates.
Play Thermal DriftLive 3D San Francisco street grid, 6 playable vehicles (Apex Lidar Cruiser, Cyber Coupe, Titan EV, Corvette C8, Cable Car), LiDAR sensor toggle, and 5 emergency dispatch missions.
Play Grid DispatchRaw Three.js leaves you hand-wiring Draco/KTX2 WASM workers, PMREM environment generators, EffectComposer passes, Rapier/Recast glue, and recursive GPU memory disposal. Aura3D 4.0.1 unifies the entire application stack into one zero-dependency SDK.
Compare Aura3D 4.0.1 vs. Three.jsAura3D documentation is organized around production tasks: compare against raw Three.js, create an app, describe a scene, register assets, choose templates, use the public API, and prepare a static deployment.
See the 10-point architectural comparison, 18-line vs. ~120-line code breakdown, and automated AST migration codemod.
Read comparison DocumentationCreate a Vite Aura3D app and give an AI coding assistant the public SDK patterns it needs.
Read guide DocumentationGenerate scenes from maintained kits for particles, physics, data, materials, cities, games, and products.
Read guide DocumentationRegister GLB and glTF files with the CLI, then import generated asset references in TypeScript.
Read guide DocumentationPick product-viewer, cinematic-scene, or mini-game starters based on what you want to ship.
Read guide DocumentationUse the public @aura3d/engine surface for scenes, models, lights, cameras, materials, and interactions.
Read guide DocumentationUnderstand route, asset, gameplay, visual-QA, package, and hosted deployment proof.
Read guide DocumentationSee exactly what Aura3D 4.0.1 proves, what stays route-scoped, and what is not claimed.
Read guide DocumentationPrepare static output with asset validation, route checks, and production-safe paths.
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