React Hyperspeed Background
React hyperspeed background with Three.js. Features dynamic road simulation, car lights, distortion effects, and bloom rendering.
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Ever wanted to recreate that iconic hyperspeed tunnel effect you see in sci-fi movies, racing games, or futuristic interfaces? Those mesmerizing highway visuals that pull you into a vortex of speed and motion, where car lights streak past like neon comets and the road itself becomes a living, breathing entity? The way colors blur into trails of light that seem to bend reality itself, creating depth and immersion through pure mathematical precision? Most speed effects rely on simple particle systems or basic animations, but they lack the sophisticated rendering pipeline that creates truly hypnotic highway experiences.
This React component creates that captivating hyperspeed effect using Three.js with advanced post-processing, featuring dynamic road simulation, interactive car lights, multiple distortion algorithms, and bloom effects that bring cyberpunk highways to your interface.
Dynamic highway simulation with interactive acceleration
Watch hyperspeed roads flow with mathematical distortions and mouse-controlled acceleration:
Built for React applications with TypeScript and optimized Three.js rendering. Uses advanced GLSL shaders with multiple distortion patterns for authentic highway tunnel effects while providing intuitive controls for speed, visual density, and color schemes. Perfect for gaming interfaces, sci-fi applications, or any project needing that futuristic highway aesthetic.
Installation
npx shadcn@latest add https://www.shadcn.io/registry/hyperspeed.json
npx shadcn@latest add https://www.shadcn.io/registry/hyperspeed.json
pnpm dlx shadcn@latest add https://www.shadcn.io/registry/hyperspeed.json
bunx shadcn@latest add https://www.shadcn.io/registry/hyperspeed.json
Why simple particle effects feel artificial
Developers create speed effects with CSS transforms and consider them hyperspeed. Maybe they add some basic particle trails or linear animations. The problem? Simple particle systems can't capture the complex, three-dimensional nature of true hyperspeed that emerges from perspective projection, shader-based distortions, and authentic lighting models.
Three.js-based hyperspeed with post-processing changes everything. It taps into the fundamental mathematics of 3D rendering—the way perspective transforms create depth, how shader distortions generate organic movement, the hypnotic beauty that emerges from instanced geometry and bloom effects. The algorithms use real 3D transformations and lighting calculations to create authentic highway experiences.
This component handles complex 3D mathematics automatically. Perspective camera controls, instanced buffer geometry, shader-based distortions, and post-processing effects all work together seamlessly. The result feels like traveling through actual hyperspeed tunnels.
Features
- Three.js rendering pipeline with advanced WebGL for real-time highway simulation
- Multiple distortion algorithms including turbulent, mountain, and deep distortion patterns
- Interactive acceleration control with mouse/touch speed-up and smooth camera transitions
- Dynamic car light system with instanced geometry for thousands of moving light trails
- Advanced post-processing with bloom effects, anti-aliasing, and fog rendering
- Configurable road geometry with customizable lanes, width, and visual density
- Color system control with separate color schemes for roads, cars, and environmental elements
- Performance optimization with frustum culling, instanced rendering, and efficient shader compilation
- Responsive design with automatic canvas scaling and device pixel ratio handling
- Memory management with proper Three.js disposal and resource cleanup
API Reference
Hyperspeed
Prop | Type | Default | Description |
---|---|---|---|
effectOptions | Partial<HyperspeedOptions> | {} | Configuration object for effect parameters |
className | string | - | Additional CSS classes |
...props | HTMLAttributes<HTMLDivElement> | - | All standard div props |
HyperspeedOptions
Option | Type | Default | Description |
---|---|---|---|
distortion | string | Distortion | "turbulentDistortion" | Distortion algorithm name or object |
length | number | 400 | Road length for rendering distance |
roadWidth | number | 10 | Width of each road section |
islandWidth | number | 2 | Width of center divider island |
lanesPerRoad | number | 4 | Number of lanes per road side |
fov | number | 90 | Camera field of view (normal state) |
fovSpeedUp | number | 150 | Camera field of view (accelerated state) |
speedUp | number | 2 | Speed multiplier when accelerating |
carLightsFade | number | 0.4 | Car light trail fade intensity (0-1) |
totalSideLightSticks | number | 20 | Number of roadside light sticks |
lightPairsPerRoadWay | number | 40 | Car light pairs per road section |
colors | Colors | - | Color configuration object |
Distortion Types
Type | Effect | Description |
---|---|---|
turbulentDistortion | Chaotic waves | Complex multi-frequency turbulence |
mountainDistortion | Rolling hills | Smooth mountain-like undulations |
xyDistortion | Sideways motion | Horizontal and vertical oscillation |
LongRaceDistortion | Racing curves | Smooth racing track curves |
deepDistortion | Depth warping | Exponential depth-based distortion |
Colors Configuration
interface Colors {
roadColor: number; // Road surface color (hex)
islandColor: number; // Center divider color (hex)
background: number; // Fog/background color (hex)
shoulderLines: number; // Road edge line color (hex)
brokenLines: number; // Lane divider color (hex)
leftCars: number[]; // Left-side car light colors (hex array)
rightCars: number[]; // Right-side car light colors (hex array)
sticks: number; // Roadside light stick color (hex)
}
Performance Settings
Setting | Range | Effect | Performance Impact |
---|---|---|---|
Length | 200-800 | Rendering distance | High |
Light Pairs | 20-100 | Car density | Medium |
Side Sticks | 10-50 | Environmental detail | Low |
Speed Up | 1-5 | Acceleration intensity | Low |
Three.js architecture
3D Rendering Pipeline: Uses perspective camera with dynamic FOV transitions, instanced buffer geometry for car lights, and shader-based road generation for authentic 3D highway simulation.
Distortion Mathematics: Implements mathematical distortion functions using trigonometric wave calculations with time-based phase shifting for organic camera movement patterns.
Post-Processing Chain: Combines bloom effects, anti-aliasing (SMAA), and fog rendering through Effect Composer for cinematic visual quality and depth perception.
Instanced Geometry: Uses InstancedBufferGeometry for thousands of car lights with individual attributes for position, color, speed, and fade parameters.
Performance considerations
Three.js Optimization: Uses frustum culling, instanced rendering, and efficient shader compilation with minimal state changes for consistent 60fps performance.
Memory Management: Properly handles WebGL context creation, geometry disposal, and texture cleanup to prevent memory leaks and GPU resource exhaustion.
Shader Efficiency: Implements optimized GLSL shaders with uniform caching and minimal vertex transformations to reduce GPU computation overhead.
Rendering Pipeline: Uses Effect Composer with selective pass rendering and efficient buffer management for complex post-processing without performance degradation.
Common gotchas
Three.js Dependencies: Component requires Three.js and postprocessing libraries. Ensure proper installation and version compatibility for all rendering features.
Performance Scaling: High values for lightPairsPerRoadWay and length can impact performance. Monitor frame rates when increasing visual density parameters.
Color Format: All color values should be in hexadecimal format (0x000000). RGB or string formats may cause rendering issues or color misinterpretation.
Container Sizing: Component fills its container completely. Ensure parent element has defined dimensions for proper 3D scene rendering and aspect ratio.
Distortion Limits: Custom distortion objects require specific uniform and shader structure. Stick to predefined distortion types unless familiar with GLSL programming.
Memory Cleanup: Component automatically disposes Three.js resources, but rapid remounting may cause temporary memory spikes on lower-end devices.
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