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Tiny World Builder

Screenshot 2026-05-11 at 07 09 24

Run

npm run dev
# serves http://localhost:3000/tiny-world-builder
# use another port with: npm run dev -- 3001

# or open directly
open tiny-world-builder.html

Deploy

The app deploys as a static site on Vercel or Netlify. Both host configs run ./publish.sh and serve the generated dist/ directory. Three.js r128 and GLTFLoader are self-hosted from vendor/three/ so deploys do not depend on runtime CDNs.

npm test
npm run build

# Vercel
vercel deploy

# Netlify
netlify deploy --build
# or connect the repo in Netlify; netlify.toml supplies build/publish settings

Controls

Action Input
Place click a cell
Erase E then click, or pick the eraser
Orbit drag
Zoom scroll wheel
Stack/enhance item click the same object tool on an existing object (max 8)
Raise/lower terrain R / F over the hovered cell
Switch tool 19, then letter shortcuts shown in the toolbar
Toggle camera P or I (isometric ⇄ soft ⇄ perspective)
Reset to preset reset button
Clear to grass C

Tools

Grass · Path · Dirt · Water · Stone · Lava · Sand · Snow · House · Tree · Fence · Rock · Bridge · Crop · Corn · Wheat · Pumpkin · Carrot · Sunflower · Tuft · Flower · Bush · Cow · Sheep · Erase.

Terrain/object rules are normalized by the renderer: crops force dirt underneath, bridges force water, and ordinary objects do not float on water. Paths, shorelines, water foam, bridges, fences, castle walls, houses, and rocks are adjacency-aware — placing a neighbor re-renders surrounding cells so roads join, rivers get banks, bridge direction updates, fence walls connect, house clusters form L/T/+/square buildings, and rock cells grow into craggy outcrops.

Architecture

Single <script> block, currently ~16k lines of vanilla JS, organised by section comments (// -------- xyz --------). The model is split cleanly:

  • world[x][z] — intent: { terrain, kind, floors } per cell.
  • cellMeshes['x,z'] — rendered Three.js groups for each cell.
  • setCell(x, z, opts) — single mutation entry point. Updates world, rebuilds the cell's tile/object meshes, and re-renders any neighbors that care about adjacency (fence/house clusters).

House clusters use BFS (bfsHouseCluster) plus tryComposite (L/T/+) and trySquare to decide whether a group of house cells should render as a unified structure or stretched rectangles.

A shared dropAnims queue ease-outs new tiles/objects into place. Other per-frame animations (tree sway, crop bob, smoke origin) check obj.userData.landing so they yield while a piece is still falling in.

Newer systems are still routed through that same contract:

  • Preview boards lazily generate surrounding boards as the camera pans; preview distance/window/opacity settings auto-scale from board size but remain user-adjustable.
  • AI generation / Auto validate sparse v4 worlds against the embedded schema.
  • Local world slots keep multiple named saves in browser storage.
  • Weather, time, clouds, and crop duster are decorative scene systems layered on the same renderer.
  • Command palette indexes tools, views, settings, and terrain raise/lower actions.

Validation

npm test        # syntax, schema parity, local assets, static smoke checks
npm run build   # publish checks + dist generation

Manual browser smoke checklist after visual changes: page loads with no console errors; place/erase works; C, P/I, R/F, and tool shortcuts respond; fence neighbors update; cloud shadow at 0% still leaves visible clouds.

See AGENTS.md for guidance on extending the codebase.

Files

tiny-world-builder.html          the app
README.md                        this file
AGENTS.md                        guidance for AI coding agents
world.schema.json                import/export schema mirrored into the app
tools/check.js                   static syntax/schema/asset check
tools/smoke-static.js            no-browser smoke guard for key app contracts
vendor/three/                    self-hosted Three.js r128 runtime files

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