Published on January 8, 2026
Creating a 3D game that runs smoothly in a web browser used to be a dream. Today, thanks to technologies like WebGL and libraries like Three.js, it's a reality. In this article, I'll share some insights into the technical development of Duckov Explorer.
Three.js is a JavaScript library that abstracts away much of the complexity of raw WebGL. It provides a scene graph, cameras, lights, and materials out of the box. For Duckov Explorer, we needed a lightweight engine that could handle 3D models and physics without requiring a heavy game engine download.
Every Three.js application starts with three core components: a Scene, a Camera, and a Renderer.
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
This simple snippet creates the void where Duckov lives. But a void is boring, so we added lighting.
Lighting is crucial for 3D perception. We used a combination of AmbientLight for base visibility
and DirectionalLight to simulate a sun-like source. This creates shadows and depth on the
Duckov model.
For movement, we didn't use a full physics engine like Cannon.js to keep the bundle size small. Instead, we implemented a custom, simplified physics system based on velocity vectors.
When the player presses 'W', we add a vector to the duck's velocity. We then apply a friction factor every frame to simulate air resistance (or space dust resistance?).
// Simplified movement logic
velocity.add(acceleration);
velocity.multiplyScalar(friction);
position.add(velocity);
One of the biggest challenges was maintaining 60 FPS on mobile devices. We achieved this by:
Building Duckov Explorer was a journey of balancing visual fidelity with performance. We hope this gives you a glimpse into the magic behind the pixels. If you're interested in web game development, I highly recommend diving into the Three.js documentation!