Home

Comparison

ThinkInsideTheBox vs the three.js editor

The three.js editor is a free, open-source scene editor for building and exporting three.js scenes. ThinkInsideTheBox is built around physics: rigid bodies and cloth come built in, and you control them with per-frame JavaScript.

Updated 2026-11-02

Quick verdict

Choose ThinkInsideTheBox if

you want physics out of the box (collisions, mass, cloth, gravity) and a scripting API made for driving a simulation.

Choose the other tool if

you're assembling a three.js scene to export as glTF, OBJ, STL or USDZ, want an open-source tool you can self-host or modify, or want a general-purpose three.js scene rather than a physics sandbox.

Side by side

FeatureThinkInsideTheBoxthree.js editor
Main ideaA 3D physics scene you scriptA general three.js scene editor
Built-in physicsRapier rigid bodies, Verlet clothNone bundled
ScriptingPer-frame scripts with a physics APIPer-object scripts: init, start, update, key and pointer events
Custom shadersGLSL vertex and fragment shadersGLSL vertex and fragment shaders
ExportGIF recordingglTF/GLB, OBJ, STL, PLY, USDZ, Draco
SavingCloud saves with a free account; share by linkIn the browser (IndexedDB) and project.json files
Open sourceNoYes, MIT license
Learning material14 interactive lessons on graphics and physicsBuilt-in examples, plus the three.js docs

three.js editor details are from its source code, checked November 2026. "None bundled" means no physics library ships in the editor's libraries.

Where the three.js editor is stronger

It's open source under the MIT license, exports to the standard 3D formats, and works with three.js scenes directly. If the scene is going into another project, or you want to change the tool, it's the better fit.

Where ThinkInsideTheBox is different

Physics is the starting point, not something to wire up. Objects already have mass, friction and restitution and collide with each other, and cloth already reacts to wind and pins. Scripts get functions made for simulation (impulses, torque, gravity scale, velocity) instead of raw scene access, so trying a mechanic takes a few lines. The game physics use case shows two examples.

Try it now

The editor opens in your browser. No setup, and no account needed to start.

Open the editor

Related