# All 109 Examples from my book on Three.js for Three.js version r63

A couple of months ago my book on Three.js was published by packt (which you can buy from here: Learning Three.js: The JavaScript 3D Library for WebGL). All the examples from that book were made for the version of Three.js which at that moment was the latest, which was r60. About a week ago Three.js r63 was released. No big changes this time, but there we’re still some minor changes which caused a couple of examples to stop working. So I created a seperate branch on the learning three.js github repo, where you can access all the examples updated and tested with version r63 of Three.js.

You can find the complete repo for r63 here: https://github.com/josdirksen/learning-threejs/tree/threejs_r63 If you’re still on r60 you can find that in the main branch: https://github.com/josdirksen/learning-threejs

If you don’t want to clone the repo you can also look at the examples online:

**Chapter 1: Creating Your First 3D Scene with Three.js**

- Example 01.01 - Basic skeleton
- Example 01.02 - First Scene
- Example 01.03 - Materials and light
- Example 01.04 - Materials, light and animation
- Example 01.05 - Control gui
- Example 01.06 - Ascii renderer

**Chapter 2: Working with the Basic Components That Make Up a Three.js Scene**

- Example 02.01 - Basic Scene
- Example 02.02 - Foggy Scene
- Example 02.03 - Override Material
- Example 02.04 - Geometries
- Example 02.05 - Custom geometry
- Example 02.06 - Mesh Properties
- Example 02.07 - Cameras
- Example 02.08 - Cameras

**Chapter 3: Working with the Different Light Sources Available in Three.js**

- Example 03.01 - Ambient Light
- Example 03.02 - point Light
- Example 03.03 - Spot Light
- Example 03.04 - Directional Light
- Example 03.05 - Directional Light
- Example 03.06 - Area Light
- Example 03.07 - Lensflarest

**Chapter 4: Working with the Three.js Materials**

- Example 04.01 - MeshBasicMaterial
- Example 04.02 - Depth Material
- Example 04.03 - Combined Material
- Example 04.04 - Mesh normal material
- Example 04.05 - Mesh face material
- Example 04.06 - Mesh Lambert material
- Example 04.07 - Mesh Phong material
- Example 04.08 - Shader material - http://glsl.heroku.com/
- Example 04.09 - Linematerial
- Example 04.10 - Linematerial Dashed

**Chapter 5: Learning to Work with Geometries**

- Example 05.01 - Basic 2D geometries - Plane
- Example 05.02 - Basic 2D geometries - Circle
- Example 05.03 - Basic 2D geometries - Shape
- Example 05.04 - Basic 2D geometries - Cube
- Example 05.05 - Basic 3D geometries - Sphere
- Example 05.07 - Basic 3D geometries - Cylinder
- Example 05.08 - Basic 3D geometries - Torus
- Example 05.08 - Basic 3D geometries - Torusknot
- Example 05.09 - Basic 3D geometries - Polyhedron

**Chapter 6: Using Advanced Geometries and Binary Operations**

- Example 06.01 - Advanced 3D geometries - Convex Hull
- Example 06.02 - Advanced 3D geometries - Lathe
- Example 06.03 - Extrude Geometry
- Example 06.04 - Extrude TubeGeometry
- Example 06.05 - Extrude SVG
- Example 06.06 - Parametric geometries
- Example 06.07 - Text geometry
- Example 06.08 - Binary operations

**Chapter 7: Particles and the Particle System**

- Example 07.01 - Particles - Only works in CanvasRenderer
- Example 07.02 - Particles - Only works in WebGLRenderer
- Example 07.03 - Particle Basic Material
- Example 07.04 - Particles - Canvas based texture
- Example 07.05 - Particles - Canvas based texture - WebGL
- Example 07.06 - Particles - Rainy scene
- Example 07.07 - Particles - Snowy scene
- Example 07.08 - Particles - Sprites
- Example 07.09 - Sprites in 3D
- Example 07.10 - 3D Torusknot

**Chapter 8: Creating and Loading Advanced Meshes and Geometries**

- Example 08.01 - Grouping
- Example 08.02 - Merge objects
- Example 08.03 - Save & Load
- Example 08.04 - Load and save scene
- Example 08.05 - Load blender model
- Example 08.06 - Load OBJ model
- Example 08.07 - Load OBJ and MTL
- Example 08.08 - Load collada model
- Example 08.09 - Load stl model
- Example 08.10 - Load pdb model
- Example 08.11 - Load pdb model
- Example 08.12 - Load pdb model
- Example 08.13 - Load ply model
- Example 07.13 - Load ply model

**Chapter 9: Animations and Moving the Camera**

- Example 09.01 - Basic animations
- Example 09.02 - Selecting objects
- Example 09.03 - Animation tween
- Example 09.04 - Trackball controls
- Example 09.05 - Fly controls
- Example 09.06 - Roll controls
- Example 09.07 - first person camera
- Example 09.08 - Orbit controls
- Example 09.09 - Path Controls
- Example 09.10 - Working with morph targets
- Example 09.11 - Manual morph targets
- Example 09.12 - Load blender model
- Example 09.13 - Animation from blender
- Example 09.14 - Animation from collada
- Example 09.15 - animation from md2

**Chapter 10: Loading and Working with Textures**

- Example 10.01 - Basic textures
- Example 10.02 - Bump maps
- Example 10.03 - Normal maps
- Example 10.04 - LightMap
- Example 10.05 - Env map
- Example 10.06 - Specular map
- Example 10.07 - UV mapping
- Example 10.08 - Repeat mapping
- Example 10.09 - Canvas texture
- Example 10.10 - Canvas texture bumpmap
- Example 10.11 - Video texture

**Chapter 11: Custom Shaders and Render Post Processing**

- Example 11.01 - Effect composings
- Example 11.02 - Simple passes
- Example 11.03 - Post processing masks
- Example 11.04 - Shader Pass simple
- Example 11.04 - Shader Pass simple
- Example 11.06 - Advanced
- Example 11.07 - custom shaderpass

**Chapter 12: Adding Physics to Your Scene with Physijs**