Dream Car’s entire 3D environment lives in a singleDocumentation Index
Fetch the complete documentation index at: https://mintlify.com/JustADev1024/threejs-car/llms.txt
Use this file to discover all available pages before exploring further.
index.html — there is no build step, no bundler, and no external configuration file. Every scene tweak described below is made by opening index.html in any text editor, making the change, and refreshing the page.
All changes take effect immediately on page refresh. Because
index.html is self-contained, you can simply open it directly from your filesystem (file://) or serve it with any static server — no build or compilation step is ever required.Car color
The car body is aMeshStandardMaterial defined alongside the car geometry:
0xe34234 with any hex color value to repaint the body. For example, to use a vivid blue:
metalness: 0.7 value controls how reflective the paint appears under dirLight. Increase it toward 1.0 for a mirror-like finish, or lower it toward 0.0 for a matte look.
Driving speed
The constantspeed at the top of the scroll update loop controls how fast road markings and the landscape scroll toward the camera:
landscapeGroup recycling loop inside updateScenery(), so changing it once updates the perceived speed for every moving element. Increase the value for a faster drive; decrease it for a leisurely cruise.
Adding scene objects
Any mesh added tolandscapeGroup is automatically recycled by the updateScenery() animation loop — objects that scroll past z = -48 are teleported forward by roadLength + 16 units, creating a seamless infinite loop.
To add a custom mesh, insert the following code anywhere after addScenery() is called:
|X| > 2.5 to keep them off the road surface.
Fog density
The scene uses exponential fog, initialized alongside the scene background:0.005) is the fog density exponent. Reducing it (e.g., to 0.002) lets distant scenery remain visible longer; increasing it (e.g., to 0.012) creates a thick, atmospheric haze. The fog color (0x0a1030) is blended with the sky background color dynamically by updateTime() as the time-of-day slider changes.
Shadow quality
Shadows are globally enabled on the renderer:dirLight.shadow.mapSize. The default inherits Three.js’s standard 512×512. To increase quality at the cost of GPU memory:
256×256) can improve performance on low-end hardware at the cost of softer shadow edges.
Road width
The road surface is a singlePlaneGeometry:
4.5) to widen or narrow the road. If you widen the road, also update the curb positions so they align with the new edges:
6.0, move the curbs to ±3.15. The grass plane (PlaneGeometry(60, 120)) is wide enough to accommodate a wider road without further changes.