Spaces:
Running
Running
| title: WorldForge | |
| emoji: "\U0001F5FAοΈ" | |
| 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`, `μ¬λ§`, `ν곑`, `μ€μ`, `μ²` 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). | |