What I Learned Building a 3D Interactive Periodic Table
From Three.js performance tricks to 3D UX challenges, dive into the 5 key lessons I learned building a fully interactive 3D periodic table from scratch.
Alex Ivanov
A creative front-end developer passionate about WebGL, data visualization, and interactive experiences.
From Flat to Fantastic: What I Learned Building a 3D Interactive Periodic Table
Remember that giant, laminated periodic table poster in your high school chemistry class? It was a monolith of information—dense, static, and a little intimidating. For most of us, it was a tool for memorization, a 2D grid of facts and figures. I always felt there was a story trapped in that grid, a dynamic world of relationships between elements waiting to be explored.
That feeling sparked a project idea: what if I could break the elements out of their 2D prison? What if I could build a periodic table that you could fly through, interact with, and see data come to life in three dimensions? So, I decided to build a fully interactive 3D periodic table using web technologies. It turned out to be one of the most challenging and rewarding personal projects I’ve ever undertaken.
This isn’t a step-by-step tutorial. Instead, it’s a reflection on the five most important lessons I learned along the way—lessons in technology, data management, performance, user experience, and the magic of a little creative polish. Whether you’re a seasoned developer or just starting your journey, I hope my experience can help you on your next ambitious project.
1. Choosing Your Tools: The Tech Stack is Half the Battle
The first major hurdle was deciding how to build it. The world of 3D on the web is vast. My main contenders were Three.js and Babylon.js. Both are incredibly powerful WebGL libraries, but they have different philosophies.
Factor | Three.js | Babylon.js |
---|---|---|
Approach | A lower-level rendering library. Gives you more control, but requires more boilerplate. | A full-fledged game engine. More features out-of-the-box (physics, GUI). |
Ecosystem | Massive community. Huge number of examples, extensions, and helpers like React Three Fiber. | Strong, Microsoft-backed community. Excellent documentation and a cohesive ecosystem. |
Learning Curve | Can be steeper if you want to go beyond the basics. | Generally considered easier to get started with due to its all-in-one nature. |
I ultimately chose Three.js. Why? The deciding factor was React Three Fiber (R3F). As someone comfortable with React, R3F felt like a superpower. It allows you to build a 3D scene declaratively with reusable components, just like you would with a normal React app. This component-based architecture was perfect for representing 118 unique elements that all shared common behaviors.
The stack ended up being:
- Three.js: The core 3D rendering engine.
- React Three Fiber (R3F): The React renderer for Three.js, for managing the scene.
- Drei: A collection of incredibly useful helpers for R3F (I used it for camera controls, text, and more).
- React: For the 2D UI, like the information panel that appears when you click an element.
Key Takeaway: Don’t just pick the most popular tool. Pick the one that best fits your existing skills and project architecture. For me, the declarative nature of R3F was a game-changer that saved me hundreds of lines of imperative code.
2. Data is King (and Sometimes a Tyrant)
A 3D periodic table is useless without data. I thought this would be the easy part—just find a JSON file of elements and you're done, right? Wrong.
I found a great open-source dataset, but it needed significant work. Some elements were missing properties, atomic masses were in different formats, and electron shell configurations were inconsistent. I spent a full day just cleaning, standardizing, and structuring the data into a clean JSON array that my application could easily ingest. This was the structure I settled on for each element:
{
"name": "Hydrogen",
"symbol": "H",
"atomicNumber": 1,
"atomicMass": 1.008,
"category": "diatomic nonmetal",
"density": 0.08988,
"electronConfiguration": "1s1",
"shells": [1],
"position": {
"row": 1,
"col": 1
}
}
This upfront work on the data model was critical. The position
object directly translated to the x and y coordinates in my 3D grid. The category
string determined the color of the element's 3D object. The shells
array would later be used to visualize the electron shells around the nucleus.
Key Takeaway: Treat data wrangling as a core part of the development process, not a prerequisite. A well-structured data model simplifies your component logic immensely and makes it far easier to map data to visual properties.
3. Performance Isn't an Afterthought, It's a Foundation
My first attempt was naive and beautiful... for about five seconds. I created a loop that rendered 118 separate <mesh>
components, each with its own geometry, material, and text labels. My laptop’s fan immediately screamed for mercy. The frame rate plummeted. It was a classic N+1 problem, but for 3D draw calls.
In WebGL, every individual object you ask the GPU to draw (a “draw call”) has an overhead. 118 elements, each with a box and multiple text labels, quickly added up to hundreds of draw calls per frame. This is where I learned my most important technical lesson: instancing.
Instanced rendering is a technique where you tell the GPU, "I want to draw this one object 118 times, but with slight variations (like position and color) for each one." You send the geometry data once and then an array of transformation data. This reduces hundreds of draw calls into a single one.
Three.js has a specific object for this: InstancedMesh
. Refactoring my code to use it was complex but the results were staggering. The frame rate shot back up to a buttery-smooth 60 FPS.
Here's a simplified conceptual example of the shift:
Before (Slow):
elements.map(element => (
<mesh key={element.symbol} position={[x, y, z]}>
<boxGeometry />
<meshStandardMaterial color={element.color} />
</mesh>
))
After (Fast, using R3F):
<instancedMesh args={[null, null, 118]}>
<boxGeometry />
<meshStandardMaterial />
{/* Logic here to set the color and position for each instance */}
</instancedMesh>
Key Takeaway: For any scene with many similar objects, learn about instancing from day one. It is the single most important performance optimization for 3D graphics on the web. Don't create 100 trees; create one tree and tell the GPU to draw it 100 times in different spots.
4. User Experience in 3D is a Whole New Dimension
Making something look good in 3D is one thing; making it feel good to use is another. Standard 2D UX principles don't always translate.
Intuitive Controls are Non-Negotiable
How should the user move? I used the OrbitControls
helper from Drei, which is a fantastic starting point. It provides the standard rotate (left-click), pan (right-click), and zoom (scroll) that users of 3D software expect. I spent time tweaking the damping, zoom speed, and rotation limits to prevent the user from getting lost or turning the camera upside down.
Making Things “Clickable”
In a 2D web page, you have `onClick`. In 3D, you have raycasting. A raycaster essentially shoots a line from the camera through the point where the user clicked on the screen. It then reports back all the 3D objects that the line intersected. I implemented this to detect which element the user was hovering over or clicking on. This was also an area where performance mattered—I had to make sure I was only raycasting against the 118 element meshes, not every object in the scene.
Visual Feedback is Everything
When you hover over a button on a website, it changes color. What's the 3D equivalent? I experimented with a few ideas:
- Hover: The element scales up slightly and gets a subtle emissive glow.
- Select: The camera smoothly animates to focus on the selected element, and a detailed 2D information panel slides into view. The other elements fade into the background to reduce visual noise.
This immediate and clear feedback is what makes the experience feel responsive and intuitive, rather than confusing and static.
Key Takeaway: Think like a film director. Guide the user's "camera." Use movement, lighting, and focus to direct attention. Test your controls constantly. What feels intuitive to you might be confusing to a first-time user.
5. The “Aha!” Moment is in the Details
With the core functionality in place, the project worked. But it wasn't yet delightful. The final 10% of effort was what truly brought it to life.
Instead of just showing data in a text panel, I started visualizing it directly on the 3D models. I added a toggle that would resize each element's sphere based on its atomic radius. Suddenly, you could see the trend of atomic radii increasing as you move down a group. I colored each element based on its category, creating a beautiful, color-coded map of the chemical families.
I also spent a lot of time on animations. When you click an element, the camera doesn't just snap to it; it uses a smooth easing function to glide into position. These small, polished details are what separate a technical demo from a memorable experience. They create the "aha!" moments for the user.
Key Takeaway: Once the foundation is solid, dedicate time to creative polish. Ask yourself, "How can I make this data not just readable, but visible? Not just functional, but beautiful?" This is where the magic happens.
Final Thoughts: More Than Just a Table
Building the 3D periodic table taught me more than I could have learned from a dozen tutorials. It forced me to confront real-world challenges in performance, UX design, and data management. It was a journey from the flat, static world of a school poster to a dynamic, explorable universe.
If you have an idea for a project that seems a little too ambitious, my advice is to go for it. The lessons you'll learn when you're forced to solve problems outside of your comfort zone are the ones that stick with you the most. You’ll be amazed at what you can build.