# scenejs **Repository Path**: mirrors_NVIDIA/scenejs ## Basic Information - **Project Name**: scenejs - **Description**: An extensible WebGL-based engine for high-detail 3D visualisation - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: V3.1 - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2020-08-18 - **Last Updated**: 2026-02-14 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README ## SceneJS An extensible WebGL-based engine for high-detail 3D visualisation. * [SceneJS.org](http://scenejs.org) * [Tutorials](http://xeolabs.com/articles/) * [Facebook group](http://www.facebook.com/group.php?gid=350488973712) * [Issues](https://github.com/xeolabs/scenejs/issues) ## Downloads * [http://scenejs.org/api/latest/scenejs.js](http://scenejs.org/api/latest/scenejs.js) * [ZIP archive of plugins](http://scenejs.org/api/latest/plugins.zip) ### Using the Plugins To keep the core library small, SceneJS dynamically loads it’s non-core functionality from a directory of plugins, which it loads on-demand from the plugins directory within this GitHub repository. You can hotlink to this library if you're OK with using the plugins from this repo and don't need any plugins that provide textures, (because those textures won't load cross-domain). If not, then just do this: 1. get a copy of the library 2. get the [ZIP archive of plugins](http://scenejs.org/api/latest/plugins.zip) 3. unzip that archive, say to directory ```myDir``` 4. configure SceneJS to load the plugins from there, like this: ``` javascript SceneJS.setConfigs({ pluginPath: "./myDir/plugins" }); ``` Then off you go, start building a scene: ```javascript var myScene = SceneJS.createScene({ // ... }); ``` Read more in the [Quick Start tutorial](http://xeolabs.com/articles/scenejs-quick-start). ## Building SceneJS requires nodejs and ncp. To build, simply: ```npm install ncp``` ```node build.js`` Then the binaries will appear in ```./api```.