--- title: WorldForge emoji: "\U0001F5FA️" colorFrom: green colorTo: gray sdk: static pinned: false license: apache-2.0 --- # WorldForge — 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 × 1 km** world on a 256 × 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** — 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** — 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** — 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** — 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 — `desert`, `canyon`, `volcano`, `glacier`, `swamp`, `사막`, `협곡`, `설원`, `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 — the terrain foundation and rule-based scatter — 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).