// the find
WhitestormJS/whs.js
:rocket: 🌪 Super-fast 3D framework for Web Applications 🥇 & Games 🎮. Based on Three.js
whs.js is a component-based wrapper around Three.js that lets you build 3D scenes by composing modules (scene, camera, renderer, physics) instead of writing raw Three.js setup code. It's aimed at people who want React-like ergonomics for Three.js scenes, especially quick prototypes or physics-heavy demos via the Ammo.js module.
The module system is a genuinely useful abstraction — each concern (rendering, resizing, camera, physics) is a separate pluggable unit instead of one big imperative setup script. The Ammo.js physics module integration with Worker-thread support is a real feature, not just a wrapper, since offloading physics to a worker is non-trivial to wire up yourself. The example gallery is large and covers real use cases (VR, post-processing, terrain, cloth) rather than just a single todo-app-style demo.
The README says development isn't active and the project is stuck on v2 pinned to Three.js r86-r92 — Three.js has moved through dozens of breaking releases since then, so anything you build on this will be frozen on an ancient Three.js version with none of the renderer/material improvements from the last several years. There's no TypeScript support visible in the tree, which is a real cost for anyone maintaining a non-trivial scene graph. The docs live on a separate site (whs.io) rather than in-repo, and the contribution/roadmap pointer is a Trello board, both of which are weak signals for a project you'd want to depend on long-term. Issue/PR activity looks thin based on the 'we will review PRs' framing rather than active maintenance.