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Software · head to head

Three.js vs A-Frame

Three.js logo

Three.js

Software

JavaScript 3D library for WebGL and WebXR

From
Free
Rated
-
A-Frame logo

A-Frame

Software

Web framework for building VR experiences

From
Free
Rated
-

The short version

  • Each has a real cost: Three.js forward rendering pipeline only, no deferred rendering support; A-Frame requires WebXR-capable browser; not supported on older browsers or devices without WebXR implementation
  • They diverge on capability: Three.js covers WebGL rendering, A-Frame covers Declarative HTML.

Where they differ

Only the attributes on which Three.js and A-Frame actually diverge.

Attributes where Three.js and A-Frame differ
AttributeThree.jsA-Frame
Pricing modelfreeopen-source
PlatformsWeb, macOS, Windows, Linux, iOS, AndroidWeb (via WebXR), VR headsets, AR-capable mobile devices
Founded20102015

Identical on both: starting price (Free), free tier (Yes), user rating (Not yet rated), category (Unknown).

What each one covers

Drawn from each product's published feature list. An absence here means we hold no record of it - not that the product lacks it.

Only in Three.js

  • WebGL rendering
  • Scene graph
  • Materials system
  • Animation system
  • WebXR
  • Post-processing
  • Physics
  • Loaders

Only in A-Frame

  • Declarative HTML
  • Entity-component system
  • WebXR support
  • Cross-platform
  • Three.js
  • AR.js
  • Physics engines
  • Networking

Both cover

  • Webxr support
  • Web support

What people use each for

The jobs each tool is most often brought in to do.

Three.js

  • VR Gamingnot A-Frame
  • AR Marketingnot A-Frame
  • Virtual Trainingnot A-Frame
  • 3D Visualizationnot A-Frame
  • Immersive Experiencesnot A-Frame

A-Frame

  • Virtual reality web experiencesnot Three.js
  • Augmented reality applicationsnot Three.js
  • 3D web visualisationsnot Three.js
  • Interactive 3D content for web browsersnot Three.js

Where each one falls short

Documented limitations, not opinions. Every one is a constraint you would hit in normal use.

Three.js

  • Forward rendering pipeline only, no deferred rendering support
  • No built-in collision detection or spatial indexing, requiring external physics libraries
  • WebGL dependency means no support for non-WebGL environments

A-Frame

  • Requires WebXR-capable browser; not supported on older browsers or devices without WebXR implementation

Pricing, plan by plan

Three.js

Free
  • FreeFree
    • Full library
    • WebXR module
    • Examples

A-Frame

Free

No published plan breakdown. See the A-Frame review.

Which should you pick?

Choose Three.js if

  • You need webgl rendering.
  • You want to start without paying.
  • You work on Web, macOS, Windows, Linux, iOS, Android.
  • You also want scene graph.

Choose A-Frame if

  • You need declarative html.
  • You want to start without paying.
  • You work on Web (via WebXR), VR headsets, AR-capable mobile devices.
  • You also want entity-component system.

Questions people ask

Is Three.js or A-Frame better?
Neither clearly leads. Three.js starts at Free and A-Frame at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
Which is cheaper, Three.js or A-Frame?
Three.js starts at Free and A-Frame at Free.
Does Three.js or A-Frame run on more platforms?
Three.js runs on Web, macOS, Windows, Linux, iOS, Android. A-Frame runs on Web (via WebXR), VR headsets, AR-capable mobile devices.
Can I use Three.js for free?
Both have a free tier, so you can try either at no cost before committing.
What is Three.js best used for?
Three.js is most often used for vr gaming, ar marketing, virtual training, 3d visualization. Of those, vr gaming and ar marketing are not what A-Frame is typically brought in for.
What can Three.js do that A-Frame cannot?
Three.js covers WebGL rendering, Scene graph, Materials system, Animation system. A-Frame covers Declarative HTML, Entity-component system, WebXR support, Cross-platform. Both handle Webxr support, Web support.

Answered from the vendors’ own pages

Three.js: Is Three.js free to use?

Yes. Three.js is released under the MIT license, an open-source license that permits unlimited commercial and personal use with no licensing fees.

Source
Three.js: Does Three.js include physics simulation?

No. Three.js is a rendering library only. Physics, collision detection, and spatial indexing must be implemented with external libraries like Rapier, Ammo, or JoltPhysics.

Source
Three.js: Can I use Three.js for offline development?

Yes. Local development requires a local web server for CORS compliance. You can use npm with a build tool like Vite, or run a local Python server for development.

Source
Three.js: Does Three.js support WebXR for VR/AR?

Yes. Three.js documentation includes WebXR APIs for building VR and AR experiences in web browsers.

Source

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