MiniGame.com - High-Performance WebGL & Three.js Game Collection

Hi Three.js community!

I’d like to share a project I’ve been working on: MiniGame.com.

Our platform is a curated collection of instant-play games built with Three.js and WebGL. We’ve been focusing on several technical optimizations to ensure a smooth, high-performance user experience:

  • Optimized Asset Loading: Utilizing compression and lazy-loading for near-instant entry.
  • Mobile-First Performance: Fine-tuned shaders and optimized rendering loops to maintain a consistent 60FPS on mobile browsers (Safari and Chrome).
  • Cross-Platform UI: A fully responsive design that works seamlessly across desktop and mobile devices.

We currently feature various 3D titles, including Wheel Run 3D and several arcade/puzzle games. My goal is to push the boundaries of browser-based gaming through the Three.js ecosystem.

I would love to hear the community’s feedback on our loading speeds, rendering performance, or any technical suggestions for further mobile optimization!

Check it out here: https://minigame.com/

2 Likes

Really impressive work! :rocket:

Building instant-play browser games with Three.js and WebGL while maintaining smooth 60FPS on mobile is not easy, especially across both Safari and Chrome. The focus on optimized asset loading, compression, and lazy-loading is clearly the right direction for modern web-based gaming.

I also like the idea of a curated collection of lightweight 3D games that users can jump into instantly without installs. That kind of frictionless experience is exactly where browser gaming shines.

It would be interesting to see how far the platform can push optimization further, for example with techniques like aggressive asset streaming, shader simplification, or adaptive quality scaling based on device performance.

Projects like this show how powerful the Three.js ecosystem has become for real-time web experiences. Looking forward to seeing how MiniGame.com evolves and what new titles you add! :video_game:

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Thanks for the insightful feedback, @Umbawa_Sarosong!

You’re absolutely right—balancing asset compression and lazy-loading while targeting 60FPS on mobile browsers (especially Safari’s WebKit) has been our biggest challenge during the recent site overhaul. We’ve been working hard on custom shaders and geometry instancing to keep the draw calls low without sacrificing visual quality.

I really appreciate the suggestions on aggressive asset streaming and adaptive scaling. We are actually exploring “LOD (Level of Detail) Auto-Switching” based on real-time FPS monitoring as our next step for the platform.

Stay tuned! We have several more lightweight 3D titles in the pipeline to expand our curated collection. Happy gaming at ! :rocket:

very cool, can you share a bit more on how you did that?

Thanks! Here’s the “secret sauce” behind the performance:

Compression: We use Draco and Basis Universal to keep 3D models tiny and loading fast.

Optimization: We strictly manage memory with Object Pooling to prevent lag during long play sessions.

Efficiency: Each game only loads the specific Three.js modules it needs, keeping the initial payload light.

Scaling: We auto-adjust rendering quality based on the user’s device (Mobile vs. Desktop).

Glad you liked it! You can see it in action at minigame.com.