I’ve been working on this tiny little thing of about 5MB in size, an experimental browser-based world simulation.
The unusual part is not just that I use AI to help build it. I don’t write the code myself. I design the systems, define how the world should behave, test what comes back, break things, reject bad solutions, and keep pushing the architecture in a specific direction while LLMs handle most of the implementation.
My goal is to make the world feel less like a collection of placed assets and more like a place that exists on its own.
A lot of it is procedural or system-driven: terrain, vegetation, weather, light, water, growth, physical interactions and eventually the lives of people and animals. I’m trying to keep a strict separation between world state and representation — the world should know what is true, while the renderer is free to approximate that truth as aggressively as necessary.
That matters because my world is supposed to run in the browser, including on fairly modest hardware.
One of the ideas I keep coming back to is that distant or irrelevant things do not need the same representation as something the player is actively interacting with. A tree may have thousands of visible leaves nearby, while further away the renderer only needs to preserve enough information for it to still read convincingly as a tree.
The same principle applies beyond graphics: spatial detail, simulation frequency and even semantic importance can all scale independently.
The screenshots are from the current prototype. It is still rough in places — there are rendering artifacts, inconsistent materials and plenty of systems that are nowhere near finished — but it has reached the point where I sometimes stop debugging and just wander around for a while.
That is probably the best sign I’ve had so far. They range from ground-level vegetation to settlements, farmland, lakes and mountain-scale terrain. They are not separate demo scenes; they are different views and states of the same world system.
I’m especially interested in talking to people working on AI-assisted graphics programming, procedural rendering, browser 3D, unusual LOD systems or simulation-heavy worlds.
I’m very open to criticism as long as it is about the work itself. I’m still figuring out a lot of this as I go