An infinite, living diorama.

Step into a breathing, low-poly world where ancient history meets cutting-edge WebGPU technology. Procedural World Engine is not just a landscape; it is a high-fidelity biological and economic engine that runs entirely in your browser with zero dependencies.

Experience an endless procedural expanse that reacts to the passage of time.

  • Dynamic Seasons: Watch the world shift from the vibrant greens of Spring to the russet tones of Autumn. In Winter, witness procedural snow accumulate in real-time on terrain and rooftops.
  • Atmospheric Cycles: A full day/night cycle with reactive urban lighting. As dusk falls, the torches of the city light up, casting a warm glow over the simulated populace.
  • Kinetic Weather: From calm afternoons to howling gales, the engine features a state-machine driven weather system that affects lighting, fog density, and surface specularity (wetness).

Deep Socio-Economic Simulation

Underneath the tilt-shift "macro-photography" aesthetic lies a tiered society driven by a complex economic graph.

  • Autonomous Caravans: Watch trade routes emerge. Caravans utilize A* pathfinding to navigate the terrain, transporting gold and goods between sovereign cities.
  • Agent-Based AI: Every city is a hub of activity. Workforce members—from Serfs and Specialists to the Liegelords—interact with an interwoven supply-and-demand marketplace.
  • Political Influence: Territorial boundaries are defined by a weighted Voronoi system, where city loyalty drifts based on trade volume and physical proximity.
  • WebGPU Native: Leveraging a custom instanced pipeline and WGSL shaders to render thousands of agents and complex lighting with zero frame-drops.
  • Total Configuration: Every parameter, from sea level and relief power to city spacing and day speed, is fully configurable.

Controls

  • W A S D — Step through the world.
  • T / M — Open the full World Map & Fast Travel.
  • V — Toggle unit labels.
  • I — Toggle the Political Influence overlay (then open the map)
  • L — Toggle your player lantern
FAQ:

What is this? Is it really a game?
This serves as the core of the 'game engine' I'm building for my upcoming game, Ludus.
My philosophy is to build a compelling simulation with deep interactions baked into it's core, then build the 'game' on top to give the player agency and the ability to change the world in a meaningful way.

Planned feaures:
- City variation (small village, current city footprint, megacity, potentially entire chunks)
- Industrial resource pyramid expansion to develop cities for varied military expression.
- 'Legion' agent and warband caravan agent type expansion, warbands will consume vast quantities of resources and send out resource caravans, they will engage with cities and enemy warbands militarily, spiking prices in the local region naturally.
-  Warbands will level forests, drain lakes and scour grasslands if they're idle without sufficient supply caravans, leaving a visible scar on the land.

Development log

  • V2

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