Browser Game
Terrain Generator
Seeded fBm noise → smooth triangulated terrain mesh. Chunk-based, DCL-ready.
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IN DEVELOPMENT TERRAIN GENERATOR
Proof of concept for the DN Framework 3D terrain generation module.
What it demonstrates
TerrainGen3D.buildChunkMesh(cx, cz, config)— builds one terrain chunk as a smooth triangulatedTHREE.MeshChunkManager3D— runtime streaming (load/unload chunks as camera moves)- Seeded fBm noise with string or integer seeds — same seed = same world on any device
- Edge alignment: adjacent chunks sample the same noise at shared boundaries — no seams
- Height-based biome vertex colors (water → sand → grass → rock → snow)
- GLB export of any chunk for DCL import
Chunk system
Each chunk is an independent THREE.Mesh covering a square area of the world. Default: 64m × 64m per chunk (4×4 DCL parcels). For a 64×64 parcel world (1024×1024m): 16×16 = 256 chunks total.
Controls
- Drag — orbit the camera
- Scroll — zoom in / out
- Seed input + Generate — type a new seed and rebuild the terrain
- Wireframe OFF/ON — toggle wireframe to see mesh subdivision
- Export Center Chunk GLB — export chunk (0,0) as a
.glbfor Blender or DCL
DCL pipeline
Export chunk GLB → import to Blender (optional Decimate) → place in DCL scene as custom 3D asset.
For a full DCL world: generate all chunks with TerrainGen3D.buildWorldSection(), export each, load in DCL by player proximity.