WorldForge / README.md
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---
title: WorldForge
emoji: "\U0001F5FA️"
colorFrom: green
colorTo: gray
sdk: static
pinned: false
license: apache-2.0
---
# WorldForge β€” a prompt becomes an explorable world
Type a world, get terrain you can fly through and take away as a mesh. Everything
runs in your browser: no GPU, no server, no account, nothing uploaded.
Each seed now spans a **1 km Γ— 1 km** world on a 256 Γ— 256 terrain grid, with
kilometre-scale camera movement, denser ecology, and deterministic export.
## What it actually does
The pipeline follows the terrain foundation described in
[WorldClaw](https://arxiv.org/abs/2608.05248) (arXiv 2608.05248, Tencent Hunyuan):
1. **Region plan** β€” the prompt is read for biome cues, ranked by where each cue
appears, so the leading noun dominates the map rather than whichever word the
dictionary happened to list first.
2. **Semantic layout map** β€” regions claim territory by warped Voronoi; the domain
warp is what keeps borders organic instead of polygonal. This map is shown in the
sidebar and is exportable.
3. **Composite height field** β€” each region contributes its own base elevation, noise
bands, and a geomorphic operator (peak, cone, crater, dune, terrace, erosion),
summed through smoothed region masks so borders blend rather than step.
4. **Scatter** β€” props are placed by region semantics, elevation and slope, oriented
to the surface. Only rock survives on steep faces.
Colour comes from the same masks that shaped the height, with rock revealed on
slopes and a snow line on worlds tall enough to have one, so the map and the mesh
cannot drift apart.
## Controls
| | |
| --- | --- |
| Orbit / pan / zoom | drag, right-drag, wheel |
| **Fly** | WASD, mouse look, Q/E down/up, Shift boost, Esc to exit |
| Reroll | new seed, same prompt |
| Export GLB | the terrain, water and all props, ready for Blender or a game engine |
Prompts understand English and Korean cues β€” `desert`, `canyon`, `volcano`,
`glacier`, `swamp`, `사막`, `ν˜‘κ³‘`, `섀원`, `숲` and so on. Unrecognised prompts fall
back to a varied temperate world.
## Provenance
This is an **independent implementation**, written from the method described in the
WorldClaw paper. The WorldClaw repository publishes no source code and no model
weights, and carries no licence; nothing from it is used here.
WorldClaw itself depends on Claude Opus 4.8, GPT-Image-2, Hunyuan3D and Blender to
generate and place *generated* assets. WorldForge deliberately covers only the part
that needs none of them β€” the terrain foundation and rule-based scatter β€” so it runs
free, offline, and unencumbered. Note that the Tencent Hunyuan3D licence excludes
the European Union, the United Kingdom and South Korea from its territory, which is
one reason this implementation avoids that dependency entirely.
Rendering by [three.js](https://threejs.org) (MIT), bundled locally.
Built by [VIDraft](https://huggingface.co/VIDraft).