// Tech

dat.gui — Legacy GUI for Three.js (Use lil-gui Instead)

dat.gui was the standard Three.js dev panel for years — now unmaintained. Use lil-gui as the modern drop-in replacement.

dat.gui (Google's data-driven GUI library) was the standard live-tweaking panel for Three.js development from 2010 to about 2022. It's now unmaintained — last meaningful commit was years ago, no ES module support, broken with modern bundlers. The drop-in replacement is lil-gui (same API, modern packaging, active maintenance). Migration is usually one import line: change `import * as dat from "dat.gui"` to `import GUI from "lil-gui"`. If you're reading old Three.js tutorials referencing dat.gui, translate to lil-gui — same behavior, fewer build issues.

Performance budget

Lighthouse mobile target: 85+ across all categories. I measure on real devices, not just emulator. Asset compression: glTF + Draco for meshes, KTX2 for textures, Brotli for shaders. Lazy-load any dat gui three js scene that isn't above the fold so the first paint stays under 1.5s.

When this is overkill

If the goal is a simple e-commerce listing or content blog, a full dat gui three js setup is overkill — a CSS-driven hero plus static images converts just as well at 1/10 the cost. dat gui three js earns its keep when the brand needs a memorable visual moment or when 3D actually clarifies the product (configurators, tours, demos).

What you get hands-off

After delivery: source repository on GitHub (private), commented code, a 5-min Loom walkthrough explaining the scene logic, and the asset pipeline documented. First year of hosting and minor revisions is included. After that we agree on a maintenance plan if needed.

What this delivers

Concrete output: a working dat gui three js integration on a real production site, not a demo. The integration includes device-tier detection so weak phones get a lighter version automatically. Source files are handed over in their original formats — Blender, GLSL, glTF — so any future developer can continue where I stopped.

Frequently asked questions

Why pick this technology over alternatives?
It has the largest production-quality ecosystem, the most documentation, and the most experienced developers available. For a site you want to maintain for 3+ years, ecosystem maturity matters more than feature peak.
What if a newer tool comes out next year?
I track new tooling and migrate when it makes sense, but only after the new tool ships stable production releases for at least 6-9 months. I don't rebuild client sites on bleeding-edge tools — that's the path to broken sites.
How long does this take?
Standard scope: 4-6 weeks from contract signature to live site. Larger scope (configurator, multi-scene scrollytelling) takes 8-12 weeks. Rush projects (2-3 weeks) are accepted with a 30-40% rush surcharge.
What does it cost?
Hero-section 3D upgrade: \$1,500-\$2,500. Full multi-scene 3D site: \$3,500-\$8,000. Configurator with custom shaders: \$5,000-\$12,000. All fixed-price, source code included. EUR equivalents on request.
What if my visitors are on weak phones?
The site detects device tier before the first scene loads and serves a lighter version on weak hardware (fewer particles, simpler shaders). Devices without WebGL get a static fallback that preserves the visual language and conversion path.

Ready to ship a 3D experience?

Tell me what you need — fixed price, fixed deadline, no surprises.

Pozovi