I’m building browser-based WebGL terrain editor powered by a custom Three.js engine. It’s a real-time 3D scene, not a static render.
What’s new since the last iteration:
Authoring mode UI integrated into the left navigation (clean tool separation, no ad-hoc overlays)
Camera Mode vs Explore Mode (orbit/zoom author camera with a clear mode switch)
Visual modes for authoring (production parity vs simplified white “workspace” mode)
Live demo: https://playzafiro.com/isle-lab/
Short context: I’m doing this solo. The long-term goal is a lightweight world-building tool that can evolve into a broader editor/workflow.
I’d love feedback on:
- usability (does the navigation/tooling feel intuitive?) - performance on your machine - what feature would make this immediately useful for you (even as a prototype)
Thanks!
bartoszu_•39m ago
Known limitations: - Some parts are still work-in-progress (e.g., postprocessing tooling UI is a placeholder)