PROPELOO

3D / METAVERSE ENGINEERING

Build 3D worlds and metaverse experiences that are worth visiting.

PROPELOO engineers 3D and metaverse platforms — from Three.js and WebGL scene architecture through avatar systems, real-time multiplayer, virtual land and the on-chain asset layer that gives users genuine ownership. Most metaverse projects fail because they build impressive demos and unplayable products. We build the product.

The metaverse hype cycle destroyed more value than it created — because most builders optimised for demo impressiveness over product utility.

The metaverse projects that failed shared a common pattern: impressive tech demos, empty worlds, no reason to return. The projects that survived — Roblox, Minecraft, Decentraland at its best — had gameplay loops, social mechanics, reasons to come back. A 3D world is not a product. What people do in it is the product. PROPELOO designs 3D and metaverse experiences starting with retention mechanics — what brings users back on day seven — before deciding which rendering engine to use.

The 3D/metaverse engineering stack.

System Layers

  • Rendering Layer: Three.js/Babylon.js scenes, WebGL shaders, Level of Detail (LOD), asset streaming
  • Physics & Interaction Layer: Rapier physics, collision detection, user interaction, XR input handling
  • Multiplayer Layer: WebSocket real-time sync, entity interpolation, authoritative server
  • Avatar Layer: VRM avatar loading, animation, customisation, identity
  • Asset Layer: On-chain asset ownership (ERC-721/1155), GLTF format, asset marketplace

Core Technical Capabilities

  • 3D Scene Architecture

    Three.js or Babylon.js scene graph design, PBR materials, HDRI lighting, shadow mapping, post-processing effects and Level of Detail (LOD) for performance.

  • Real-time Multiplayer

    WebSocket-based multiplayer with entity interpolation, lag compensation, authoritative server for game state, Colyseus multiplayer server and voice chat via WebRTC.

  • Avatar System

    VRM avatar support with IK for body tracking, avatar customisation, Ready Player Me integration, emotes and gesture system.

  • Virtual Land & Spaces

    Procedural world generation, user-owned parcels via NFTs, building mechanics, spatial audio zones and teleportation between spaces.

  • On-chain Asset Integration

    ERC-721/1155 NFT assets as in-world objects, on-chain ownership verification and marketplace for virtual goods.

  • WebXR / VR Support

    WebXR Device API for VR headsets (Quest, Vision Pro), hand tracking, spatial interaction, fallback to desktop mode.

How we think about 3D/metaverse.

Performance is not optional in 3D. A metaverse experience that runs at 20fps on a mid-range laptop has already lost.

  • Performance budget from day one

    60fps on a MacBook Air M1 with 50 concurrent users is the baseline. Every asset, every shader, every physics calculation costs frame time. Set performance budgets before writing rendering code: draw call limit, polygon budget per asset, texture memory limit.

    Axiom:

  • Streaming over loading screens

    A 45-second loading screen kills retention. Progressive asset loading — show the world immediately at low quality, stream higher quality as users move — is the difference between users who experience your world and users who close the tab.

    Axiom:

  • Multiplayer is a distributed systems problem

    Real-time multiplayer in 3D requires: canonical state, handling network jitter and packet loss, and preventing cheating on positional data. An authoritative server with client-side prediction and reconciliation is the production architecture.

    Axiom:

  • On-chain assets should work off-chain too

    NFT assets should be renderable as standard GLTF, importable into any compatible world and tradeable on standard marketplaces. On-chain ownership enhances the asset — it should not confine it.

    Axiom:

The 3D/metaverse decisions.

  • Three.js vs Babylon.js vs Unity WebGL?

    Impact: Three.js for web-first experiences. Babylon.js for complex physics and game-like requirements. Unity WebGL only for teams with existing Unity expertise.

    • Three.js — largest community, most examples, more control
    • Babylon.js — more batteries-included, better physics
    • Unity WebGL — familiar for game developers, large build size
    • Custom WebGL — maximum performance, maximum engineering cost
  • Multiplayer architecture?

    Impact: Colyseus for most metaverse projects — good documentation, schema-based state synchronisation.

    • Colyseus — Node.js framework, scales to thousands per room
    • Custom WebSocket server — full control, more engineering
    • Nakama — feature-rich game backend, matchmaking
    • Photon — hosted service, per-CCU pricing
  • Physics engine?

    Impact: Rapier for complex physics — 5-10x faster than JS physics engines via WASM.

    • Cannon.js — JavaScript, easy Three.js integration
    • Rapier (WASM) — Rust-compiled WASM, significantly faster
    • Ammo.js (Bullet WASM) — mature, comprehensive, heavier
    • No physics — for non-physics experiences
  • Avatar system?

    Impact: Ready Player Me for fast deployment and cross-platform identity. Custom VRM where avatar style is a core differentiator.

    • Ready Player Me — fast integration, cross-platform
    • Custom VRM — full control, anime-style avatars
    • Custom 3D models — maximum creative control
    • No avatars — for non-social experiences
  • Asset storage?

    Impact: Metadata on-chain (ERC-721), 3D assets on Arweave (permanent) or S3+CDN (fast). Never store GLTF on-chain.

    • IPFS + Arweave — decentralised, NFT standard
    • AWS S3 + CDN — fast delivery, centralised
    • On-chain (expensive) — only for small assets
    • Hybrid (metadata on-chain, assets on IPFS/S3) — standard pattern
  • World scale?

    Impact: Instanced worlds for most metaverse applications — predictable load per instance, proven pattern from Fortnite and Roblox.

    • Single room (≤50 users) — simplest
    • Multi-room with portals — moderate complexity
    • Seamless open world — complex streaming
    • Instanced worlds — same design, separate server per group

What PROPELOO builds.

  • Virtual Event Space

    3D conference/concert space with avatar presence, voice chat, screen sharing, interactive objects and NFT ticket gating.

  • NFT Metaverse World

    User-owned virtual land (NFT parcels), building mechanics, on-chain asset display and social spaces with real-time multiplayer.

  • Web3 Game World

    3D game world with on-chain NFT characters/items, P2E mechanics, multiplayer combat and in-game marketplace.

  • Virtual Showroom

    Branded 3D product showroom — photorealistic visualisation, virtual try-on, guided tours and purchasing integration.

  • Training Simulation

    3D training environment for manufacturing, medical or safety procedures — VR-compatible, progress tracking, certification integration.

  • Avatar Platform SDK

    Embeddable 3D avatar SDK — VRM loading, customisation, emotes, React/React Native components.

The 3D/metaverse stack.

  • Rendering

    Stack: Three.js, Babylon.js, React Three Fiber (R3F), WebGL shaders (GLSL), @react-three/postprocessing

  • Physics & Animation

    Stack: Rapier (WASM), Cannon.js, Three.js AnimationMixer, IK solvers, Tweakpane

  • Multiplayer

    Stack: Colyseus, Socket.io, WebRTC (mediasoup), Nakama

  • Assets

    Stack: GLTF/GLB format, VRM (avatars), Draco compression, KTX2 textures, Ready Player Me

  • Web3

    Stack: ERC-721/1155, wagmi + viem, Arweave, IPFS (Pinata)

  • XR

    Stack: WebXR Device API, Three.js VRButton, hand-tracking, A-Frame

3D world security covers both application and on-chain layers.

  • Authoritative server

    Client-reported positions and game state must be validated server-side. A client that teleports or claims impossible state must be detected and rejected.

  • Asset ownership verification

    When loading NFT assets into the world, verify on-chain ownership at load time. Cache with short TTL. Never trust client-provided ownership claims.

  • Content moderation

    3D worlds with user-uploaded content need content moderation — explicit content detection, trademark violation detection and abuse reporting.

  • WebRTC security

    Voice chat via WebRTC requires TURN server authentication, SDP offer validation and monitoring for harassment.

  • DDoS protection

    Game servers are common DDoS targets. Infrastructure behind DDoS-protected layer, rate limiting on connection attempts, automatic server respawning.

  • Smart contract security

    In-world transaction contracts require full audit before mainnet — same standards as DeFi.

From concept to live 3D world.

  1. 01. World Design

    Space layout, interaction design, multiplayer architecture, asset requirements, performance targets.

  2. 02. Rendering Foundation

    Scene setup, camera, lighting, asset pipeline, performance monitoring baseline.

  3. 03. Core Mechanics

    Navigation, avatar, interaction, physics — the core experience loop.

  4. 04. Multiplayer

    Server setup, real-time sync, voice chat, room management.

  5. 05. Web3 Integration

    NFT asset loading, ownership verification, marketplace.

  6. 06. Performance Optimisation

    LOD, asset streaming, draw call reduction, profiling on mid-range hardware.

  7. 07. XR & Launch

    VR/AR support, load testing, production deployment.

Frequently Asked Questions

Three.js vs Unity — which should we use?

Three.js for web-native experiences: no install required, works in any browser, React integration. Unity WebGL for teams with existing Unity expertise or complex game mechanics. Unity WebGL produces large build sizes (50-100MB+) and has poor mobile browser performance. For consumer-facing 3D web, Three.js typically performs better.

How many concurrent users can a 3D world support?

A single Colyseus room handles 50-100 users comfortably. Instanced architecture scales linearly — 1,000 users = 20 rooms of 50. Seamless open worlds require spatial partitioning (dividing the world into regions per server) for thousands of concurrent users.

What is WebXR?

WebXR Device API is the browser standard for VR and AR — works with Meta Quest, Apple Vision Pro (browser), desktop VR headsets. Three.js has built-in WebXR support. A desktop Three.js scene can be made VR-compatible with relatively minimal changes. No app install required.