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.htmlThe 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| 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 | 1–9, then letter shortcuts shown in the toolbar |
| Toggle camera | P or I (isometric ⇄ soft ⇄ perspective) |
| Reset to preset | reset button |
| Clear to grass | C |
Shareable seeded demo:
http://localhost:3000/
# redirects to /tiny-world-builder?demo=vehicles&seed=tide-ridge-428 in the local dev server
# /tiny-world-builder with no query redirects there too
Direct seeded URL:
http://localhost:3000/tiny-world-builder?demo=vehicles&seed=tide-ridge-428
Large-scale route stress URL:
http://localhost:3000/tiny-world-builder?demo=vehicles-large&seed=metro-culdesac-48&stats=1
Large demo URL params:
size=/mapSize=/grid=/gridSize=— rounded to the nearest valid demo grid size from12through48(12,16,20,32,48).cars=/carCount=/vehicles=/vehicleCount=— clamped to1..120and capped by available unique route endpoints.
Example:
http://localhost:3000/tiny-world-builder?demo=vehicles-large&seed=ridge-loop-917&size=48&cars=18&stats=1
The large route defaults to a deterministic 48×48 map with arterial roads, ring roads, bridge crossings, cul-de-sac endpoints, and 36 runtime vehicles retargeting through long paths. Use it for route planner / traffic scale checks; the default bare-port redirect still opens the smaller watchable demo.
Loading either URL creates the map, places delivery bots, assigns targets, and starts
vehicles driving. The seed is deterministic; change the seed= value to get the
same road layout with different deterministic scenery.
You can also drive runtime vehicles through the same relay/API path used by send-command.js.
vehicle-spawn --x <n> --z <n> --mode auto|manual --goalX <n> --goalZ <n>vehicle-goal --id <id> --x <n> --z <n>vehicle-controls --id <id> [--forward] [--reverse] [--left] [--right]vehicle-remove --id <id|all>vehicle-clear
Vehicles only move on path cells (or bridge cells used as road bridges). Placed objects on paths become live traffic blockers, so dropping a rock/tree/house/fence onto a road makes active cars reroute around that cell or stop if no alternate path exists. Runtime traffic checks also keep cars from passing through each other: vehicles brake/yield inside the collision envelope and, when blocked long enough, reroute around occupied road cells if the network has an alternate path.
For live telemetry in the browser console:
window.__getVehicleRuntimeSnapshot()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.
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. Updatesworld, 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.
npm test # syntax, schema parity, local assets, static smoke checks
npm run build # publish checks + dist generationManual 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.
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