Three.js is a JavaScript library, so all that you need to create Three.js WebGL applications is a text editor and one of the supported browsers to render the results. I do like to recommend three JavaScript editors, which I've started using exclusively over the last couple of years:
WebStorm: This editor from the JetBrains guides has great support for editing JavaScript. It supports code completion, automatic deployment, and JavaScript debugging directly from the editor. Besides this, WebStorm has excellent Git support (and other Version Control Systems). You can download a trial edition from http://www.jetbrains.com/webstorm/
Notepad++: This is a general purpose editor that supports a wide range of programming languages. It can easily lay out and format JavaScript.
Sublime Text Editor: This is a great little editor that has very good support for editing JavaScript. Besides this, it provides many very helpful selection and edit options, which once you get used to, provide a real good JavaScript editing environment. Sublime Text Editor can also be tested for free and can be downloaded from http://www.sublimetext.com/
Even if you don't use these three editors there are a lot of editors available, open source and commercial, which you can use to edit JavaScript and create your Three.js projects. An interesting project that you might want to look into is http://c9.io
. This is a cloud-based JavaScript editor that can be connected to a GitHub account. This way you can directly access all the source code and examples from this book, and experiment with them.
I had mentioned that most modern web browsers support WebGL and can be used to run the Three.js examples. I usually run my code in Chrome. The reason is that, most often, Chrome has the best support and performance for WebGL and it has a really great JavaScript debugger. With this debugger you can quickly pinpoint problems, for instance, by using breakpoints and console output. Throughout this book I'll give you pointers on debugger usage and other debugging tips and tricks.
That's enough of an introduction for now; let's get the source code and start with the first scene.