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---
title: I Turned DEV.to Into a Walkable 3D Library — Debugging...
description: An indie developer recounts building DEV Library, a first-person 3D reimagining of DEV.to&#x27;s article catalogue rendered with Next.js and Three.js, sourced live...
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# I Turned DEV.to Into a Walkable 3D Library — Debugging It Has Been a Nightmare

**[DEV](https://daily.dev/sources/devto)** · 8 min read · 1 upvotes · 0 comments

## Summary

An indie developer recounts building DEV Library, a first-person 3D reimagining of DEV.to's article catalogue rendered with Next.js and Three.js, sourced live from the Forem API. The project started as vibe coding for a hackathon but hit a wall once real data and scale exposed bugs that AI regeneration couldn't fix: shelves repositioning themselves and teleporting the player, and a stale-closure ref bug (zoneRef.current is not a function) that required manually tracing the animation loop and React effect timing. The fix that resolved most navigation issues was making a single deterministic path function the authoritative coordinate system for the whole world, with everything else (shelves, fog, camera) sampling from it.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://dev.to/mikachu/i-turned-devto-into-a-walkable-3d-library-debugging-it-has-been-a-nightmare-4lkd>

## Questions this post answers

### why would a ref like zoneRef.current suddenly throw 'is not a function' in a React Three.js animation loop

This happens from a stale-closure timing issue: the ref is assigned inside a useEffect that depends on some state, but the animation loop starts running and calls the ref before that effect has fired for the first time. The ref exists eventually, just not yet relative to when the render loop first reaches for it, so calling it as a function throws.

_Developers debugging React Three.js timing bugs like this compare notes and fixes on daily.dev._

### how do you keep a procedurally generated 3D scene from shifting shelves or objects under the player as more data streams in

Make one deterministic path function the single authoritative coordinate system, so every element (shelves, fog, camera clamping) samples position from that same fixed route instead of positioning itself relative to other objects. Combine this with a seeded deterministic placement function using stable inputs like ID and index so elements don't jump when state updates as more data loads.

_Anyone architecting large procedurally generated 3D scenes can find similar patterns discussed on daily.dev._

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- [From Flat to Spatial: Creating a 3D Product Grid with React Three Fiber](https://daily.dev/posts/from-flat-to-spatial-creating-a-3d-product-grid-with-react-three-fiber-sstsygdip) · Codrops · 1 upvotes · 0 comments

---

Tags: [#ai](https://daily.dev/tags/ai), [#webdev](https://daily.dev/tags/webdev), [#nextjs](https://daily.dev/tags/nextjs), [#vibe-coding](https://daily.dev/tags/vibe-coding), [#webgl](https://daily.dev/tags/webgl), [#threejs](https://daily.dev/tags/threejs)

[View this post on daily.dev](https://daily.dev/posts/i-turned-dev-to-into-a-walkable-3d-library-debugging-it-has-been-a-nightmare-12w9ntupi)

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