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Silhouette touchant un paysage de cristal interactif qui se déploie en particules violettes et reliefs cyan.

Interactive experiences and real-time 3D

Web 3D earns its place when it shows what a still image cannot: a volume, a mechanism, a configuration, a scale. The rest is a technical demo that overheats phones.

Expertise
Product & software
Technologies
WebGL · Three.js · GLSL · WebGPU
Use cases
Configurators · brand scenes · data visualisation
Constraint
Smooth on mobile, clean fallback
Tooling
In-house editors when the project calls for it
01 / 06

When interactive is the right answer

  • 01

    Product configurators

    Materials, colours, options, dimensions: seeing the exact product you will order removes doubt better than a stack of stills. It is the most profitable use of real-time 3D.

  • 02

    Explaining a mechanism

    An industrial process, a technical architecture, an inner working. Handling and cutting a part makes sense of what a diagram takes a long caption to describe.

  • 03

    Data at volume

    Maps, networks, dense time series — like the star systems in Helios Ray. Real time lets you travel a dataset no static chart can show at once.

  • 04

    Brand installations

    Launches, home scenes, cultural and exhibition work. The only criterion that counts: the piece still stands on a mid-range phone.

  • 05

    Internal tools

    Scene editors, material preview, live parameter tuning. When the work demands a tool that does not exist, we build it — that is how our World Editor started.

  • 06

    Visit and survey

    Spaces, layouts, site placements. Moving through a place that is not built yet is worth more than a plan the client cannot read.

02 / 06

What we hold to on every scene

Budget d’une imageLe temps de calcul d’une image se répartit entre géométrie, textures, effets et interface ; au-delà de seize millisecondes, la fluidité tombe.UNE IMAGE · 16 ms POUR RESTER FLUIDEGÉOMÉTRIETEXTURESEFFETSUI16 msau-delà : saccadesLe budget se fixe au départ. On ne l’ajoute pasà la fin : on retire jusqu’à y rentrer.
The budget of a frame is set at the start. Then you cut until it fits — you do not add smoothness at the end.
  1. 01

    Performance before the effect

    Polygon budget, texture size, draw calls, shader compile: these constraints are set at the start. A beautiful scene that cannot hold a frame rate does not exist for the user.

  2. 02

    An honest fallback

    Not every device can display WebGL, and some users turn animations off. Each piece has an equivalent static version that delivers the same information.

  3. 03

    The weight of the first screen

    A 3D experience that asks for a heavy download before showing anything loses much of its audience. Progressive loading, compressed geometry and textures, useful content first.

  4. 04

    Accessibility

    Keyboard navigation, respect for the "reduce motion" preference, equivalent text content. A spectacular experience that excludes part of the visitors is still a failure.

03 / 06

Our tools, and why we write them

Complex scenes are hard to tune in code. You need to see, move, try, undo. When no market tool matches the project, we build the missing one: terrain editor, camera curve, timeline, live parameter control.

The World Editor is one example, and it is open: it is what actually composes the home scene you are walking through, and you can try it. Prismorphic, our material editor, is another — it compiles a node graph to GLSL and previews the result in real time.

This tooling is not a flourish. It is what lets a demanding art direction hold inside a finite budget, by moving the effort from code to tuning.

05 / 06

What we get asked most

The answers we give anyway at the first conversation.

Does web 3D work on mobile?

Yes, if you design for it. That means strict budgets for geometry, textures, and effects, and a reduced version on weaker devices. It is a starting constraint, never a catch-up.

Do you need existing 3D models?

If they exist — CAD, product files — we optimize them for real time, which is a job on its own. If not, modelling is part of the project and is scoped separately.

Does an interactive experience hurt search ranking?

Not if it is built correctly: content served as HTML, the scene loaded after first paint, an indexable text alternative. A page whose whole content is locked in a canvas, on the other hand, is invisible to a search engine.

What budget should you plan for?

A careful home scene and a full product configurator are not the same order of magnitude. The deciding factor is the volume of 3D assets and the number of combinations to handle, more than the technique itself.

Something interactive in mind?

Tell us what you need people to understand. We will tell you whether 3D is the right answer.

Start a project Reply on business days · contact@anym.fr