Pure THREE.JS template

HTML

<script src="//cdnjs.cloudflare.com/ajax/libs/three.js/r82/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>

JavaScript

var scene, renderer, camera;
var cube;
var controls;
var tgeometry;

init();
setPoints();
animate();


function setPoints() {
  for(var i = 0; i< 1000; i++) {
      x = (Math.random() * 200) - 100;
      y = (Math.random() * 200) - 100;
      z = (Math.random() * 200) - 100;
      tgeometry.vertices.push(new THREE.Vector3(x, y, z));
  }
  tgeometry.verticesNeedUpdate = true;
  tgeometry.elementsNeedUpdate = true;
  tgeometry.morphTargetsNeedUpdate = true;
  tgeometry.uvsNeedUpdate = true;
  tgeometry.normalsNeedUpdate = true;
  tgeometry.colorsNeedUpdate = true;
  tgeometry.tangentsNeedUpdate = true;
  tgeometry.computeVertexNormals();
  camera.updateProjectionMatrix();
  controls.update();
  renderer.render(scene, camera);
}

function init()
{
	renderer = new THREE.WebGLRenderer( {antialias:true} );
	var width = window.innerWidth;
	var height = window.innerHeight;
	renderer.setSize (width, height);
	document.body.appendChild (renderer.domElement);

	scene = new THREE.Scene();
	
	camera = new THREE.PerspectiveCamera (45, width/height, 1, 10000);
	camera.position.y = 160;
	camera.position.z = 400;
	camera.lookAt (new THREE.Vector3(0,0,0));

  controls = new THREE.OrbitControls (camera, renderer.domElement);
    
  var tmaterial = new THREE.PointsMaterial({
    color: 0xff0000,
    size: 5,
    opacity: 1
  });

  tgeometry = new THREE.Geometry();
  tgeometry.dynamic = true;
  var pointCloud = new THREE.Points(tgeometry, tmaterial);
  scene.add(pointCloud);
	window.addEventListener ('resize', onWindowResize, false);
}

function onWindowResize ()
{
	camera.aspect = window.innerWidth / window.innerHeight;
	camera.updateProjectionMatrix();
	renderer.setSize (window.innerWidth, window.innerHeight);
}

function animate()
{
	controls.update();
    requestAnimationFrame ( animate );  
	renderer.render (scene, camera);
}