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Three.js Jello City Game: System Design & Vibe Coding (28+h) | Udemy [Update 04/2026]
English | Size: 29.4 GB
Genre: eLearning[/center]

Create a game engine and a mobile/PC game in Three.JS / Webgl. The right mix of system design and AI assisted coding

What you'll learn
Learn ThreeJS for 3D visualizations & Game development on the web
Design & Implement a mini game engine following a component-based architecture on top of ThreeJS
Implement a full game using the custom game engine & ThreeJs
Proper software engineering decisions for clean & scalable development
Understand the standard computer graphics rasterization pipeline
Understand how objects are drawn on the screen in a 3D scene

The era of Agentic coding has changed how we build, but it hasn't changed the need for solid engineering.

This is a 28+ hour course on Three.js game development that explores this exact balance: high-level system design paired with AI-assisted coding. It is a `learn by doing` experience that focuses on managing a reasonably-complex project where the architecture is yours, but the velocity is AI-powered.

By the end of this course, you will have created and deployed a full isometric-view game on PC & Mobile phones (as a progressive web app).

The course curriculum can be roughly partitioned in the following big logical units.

Unit 1: The Three.JS basics:

1)  Introduce webgl & webgpu fundamentals.
2) Introduce to the standard computer graphics rasterization pipeline (including vertex & fragment shaders)
3) Introduce the most important vertex attributes (position, color, UV coordinates, vertex normals)
4) Introduce the basics of Three.JS (Camera, Renderer, Scene, Canvas, Meshes, Geometries, Materials)
5) Explain the Three.JS order of transformations (scale, rotation, position)
6) Explain the order of Euler rotations
7) Create a mini solar system project

Unit 2: The component-based architecture & creating a mini game engine

This is similar to the architecture used in professional game engines like Unity. We will create together, step by step, a similar system (although obviously a super minimal version, just enough for our own game). The main goal here is to enforce proper software engineering and clean code from the start. 
That mini game engine & the generic components we will create together will handle the standard game operations (e.g.: Movement, Collision, Selection, Sound, etc.)

Unit 3: Create a full PC & Mobile game using our custom mini game engine

It is important to note that the engine development will not be created in isolation from the game development. We will implement what we need in the engine based on our game requirements. So developing both will go hand-in-hand. However, once the engine is created, it can be used in different similar games, not just this one.

Please have a look at the course curriculum for more details. Lecture titles are very descriptive.

Important note : Agentic AI Coding or Manual Coding?

This is a naturally super important question. This course is recorded in 2026, and AI agents are all over the place. I personally believe that AI is a super powerful tool that makes you 10x the engineer you are if you use it correctly. I still believe that you need to understand what you are doing on a deep level to make the most use of AI
In this course, I write code in a hybrid way that I think is reasonably good for learning: I depend on AI autocomplete a lot to hike the development speed. However, I explain every single line of code that I think is worth explaining.

I sometimes use the agents for repetitive tasks. e.g.: If there is something I explained very clearly and we implemented it together manually a couple of times already, it makes more sense to use the AI agents to do more boilerplate code for he same type of task. For example: If we already created a rock visual, a ground visual, a Jello visual manually, we can use the agents to create a tree visual for us, following the same established patterns. If we already know how to create one building procedurally, we can let the agents create more building variants for us. For math-heavy parts (e.g.: Aligning a Jello's rotation to the surface normal and movement direction), I always explain the math first on a virtual board before diving into code.

The only exception for this rule is for HTML/CSS styling, which I admit I am not very strong at, so I let the AI agents do the styling for me. I see this course as a 3D game development & Three.JS course. So it is okay to let the AI handle the UI, since it is not the main target point of the course. Note, however, that reacting to UI events in a clean and scalable way IS considered part of the game development logic. Hence, we will do that manually together, and not let the AI handle it. For example, we need to enforce a design where we have proper separation of concerns: The UI shouldn't have references of game logic instances, and game logic instances shouldn't have references of UI objects. We will make proper designs to enforce this decoupling.

Who this course is for:
Software developers looking to learn 3D visualizations on the web
Software developers looking to learn how to create games in a scalable & clean way

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