previous
next
If you’ve ever wanted to build a metaverse-like experience in the browser, you don’t need Unity or Unreal Engine. With the combination of Three.js, React Three Fiber (R3F), and Next.js, you can create surprisingly powerful 3D worlds that run right inside the web.
This guide won’t cover everything (that would take a whole book), but it will give you the core building blocks: rendering 3D models, handling collisions, setting up basic controls, and making sure your world doesn’t grind to a halt the moment someone loads it on their phone.
Here’s why this particular combination works well for a metaverse-style project:
You could build with raw Three.js, but R3F + Next.js saves you time and headaches once your project gets more complex.
Most metaverse projects start with some sort of environment—a room, a landscape, or a scene to walk around in. For this you’ll usually import GLTF or GLB models.
The important part isn’t just importing them, but optimizing them. For example:
Once you have your models in place, you’ll often want collisions—so your player doesn’t walk through walls. That’s where something like three-mesh-bvh
comes in.
three-mesh-bvh
essentially builds an acceleration structure around your meshes so you can do raycasting and collision detection efficiently. Instead of testing movement against thousands of triangles every frame, it uses a bounding volume hierarchy for speed. It’s the go-to solution for collisions in browser-based 3D.
One of the trickiest parts of building a metaverse experience is deciding how people move around.
There are a few common approaches:
Implementing controls well is a big topic, and there are libraries and examples out there (like Drei’s useKeyboardControls
or community-built third-person controllers). It’s too deep to cover fully here, but the important thing is to choose the style of control that fits your project and start simple. Don’t expect AAA-level movement on your first pass—it’s an iterative process.
Web performance is where most first-time projects fall apart. Some best practices:
Next.js adds value in a couple of ways:
/lobby
, /gallery
, /world
).It’s not strictly required, but if you want your project to grow beyond a demo, it’s worth building on Next.js from the start.
Expect to wrestle with:
This is normal. The web wasn’t designed for 3D games, but the ecosystem has matured enough that these problems all have known solutions—you just have to piece them together.
If you’re building your first project, here’s a practical path forward:
three-mesh-bvh
for collisions.That’s the foundation of almost every browser-based metaverse experience out there today.
1. What’s the difference between Three.js and React Three Fiber?
Three.js is the engine; React Three Fiber is a React renderer that makes it easier to structure your scene.
2. Do I need Next.js?
Not strictly, but it gives you routing, SSR, and scalability if you want your project to grow.
3. How do I handle collisions?three-mesh-bvh
is the standard choice for raycasting and collision detection in complex environments.
4. Should I use first-person or third-person controls?
It depends on your project. First-person is simpler to implement; third-person offers more presence but adds complexity.
5. How do I keep performance high?
Optimize models, bake lighting, and lazy load assets. Always test on mobile.
6. Can I integrate blockchain or NFTs?
Yes, through wallet connections and on-chain asset data, though it’s optional.
Building a metaverse-style world in the browser is challenging but completely doable. With Three.js, React Three Fiber, and Next.js, you get the tools you need to create an environment, set up collisions, add controls, and scale the project into something more than just a demo.
Start small: import a simple environment, add collisions, try out a control scheme, and learn by iterating. The complexity of AAA-style worlds can come later—the important part is getting your first character moving around in your own 3D space.
🔗 Further reading: Three.js Documentation | React Three Fiber Docs | three-mesh-bvh