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OPENVZ*AI
OPENVZ / WORLD LAB

A world with no asset files.

World Lab is an experiment in real-time procedural generation. The ridges, gorges, forests and cloud layers you see are not authored models — your GPU works them out the moment you press Enter World. The whole world downloads in about 1.1 MB.

Requires desktop Chrome with WebGPU. No sign-up.

What it computes

01

Terrain and rivers

Height comes from layered noise, then hydraulic erosion carves the ridges and gorges, then river channels are laid along the flow field. One seed always gives the same world; a new seed gives a new continent.

02

Procedural vegetation

Trees are grown, not placed: a skeleton first, then bark synthesised at runtime and leaves built on top. Distant stands collapse to impostors; up close there is ground cover, understory and deadfall, scattered by slope and moisture.

03

Atmosphere and light

Volumetric cloud layers, froxel atmospheric scattering, cascaded shadows, screen-space ambient occlusion and probe GI. Scrub the time of day from dawn to night and the whole lighting solution follows.

04

Free exploration

Walk or fly, no level streaming, no loading screens. Photo mode, shareable view links and exploration objectives are built in; F3 shows live draw calls and triangle counts.

How it is built

Renderer
WebGPU — compute and material pipelines written in Three.js TSL
Terrain
Noise height synthesis → hydraulic erosion → flow-routed rivers, all GPU compute passes
Vegetation
Skeleton growth, bark synthesis, leaf meshes, impostor LOD, ground cover and understory scatter
Lighting
Cascaded shadow maps, GTAO, probe GI, water caustics, half-res MRT post stack
Volumetrics
Froxel atmospheric scattering and volumetric clouds, time of day adjustable
Delivery
~1.1 MB of JS, zero asset files, zero backend

Why we built it

This was a test of where WebGPU tops out. If everything in a world can be computed at runtime, then loading stops existing as a problem — no models to download, no textures to decode, no CDN bill. It turns out you can, and the price is that the entire budget moves onto the GPU. The value is not in making games; it is in anything that needs space that is unbounded, reproducible and weightless: digital-twin base layers, immersive product showcases, procedural asset production.

Want this working on your project?

World Lab is open source. If you are building a digital twin, a 3D visualisation, or anything that needs generation rather than authoring, let us talk about how it lands in your case.

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