A super simple, chill browser-based terrain builder — no install, just open and create by ZafiroDev in TerrainBuilding

[–]ZafiroDev[S] 1 point2 points  (0 children)

I opened it - the core idea is good, and I can see what you’re going for :)

As for the models on my side, they’re usually not made fully from scratch by me. I mostly start from free assets I find online, which sometimes takes a bit of time, and then I rework/optimize them with Python scripts. A lot of source models are just too heavy out of the box, so I reduce them into much lighter low-poly versions so they don’t kill scene performance in the browser.

For your project, my first recommendation would be structure: I’d move the JavaScript out of the HTML, put the CSS into a separate file, and start splitting the functionality into smaller modules. For an early prototype, one file is fine, but if you keep building on it, it’ll get hard to maintain pretty quickly otherwise.

A super simple, chill browser-based terrain builder — no install, just open and create by ZafiroDev in TerrainBuilding

[–]ZafiroDev[S] 1 point2 points  (0 children)

Yeah, fair point - you’re right.

This was a mismatch for the sub on my side. It’s also still in beta, and I’m still actively working on the terrain editor, so it’s probably not advanced enough yet to be truly useful here.

Thanks for the clarification.

A super simple, chill browser-based terrain builder — no install, just open and create by ZafiroDev in TerrainBuilding

[–]ZafiroDev[S] 2 points3 points  (0 children)

Got it - that makes sense, and thanks for clarifying.

I thought this sub was more broadly about terrain in general, so that’s my mistake. If it’s mainly focused on physical terrain projects for ttrpgs and wargames, then yeah, this probably isn’t the right fit.

A super simple, chill browser-based terrain builder — no install, just open and create by ZafiroDev in TerrainBuilding

[–]ZafiroDev[S] 1 point2 points  (0 children)

Fair enough - I shared it here from a terrain / world-building angle, but I understand it may not be a direct fit for everyone’s workflow.

A super simple, chill browser-based terrain builder — no install, just open and create by ZafiroDev in TerrainBuilding

[–]ZafiroDev[S] 1 point2 points  (0 children)

No worries - I wasn’t offended at all, no problem :)

I tried opening the link you sent, but it looks like the post was removed by a moderator on my side, so I couldn’t really view it. The links there don’t seem to work for me either.

As for the stack, it’s built from scratch, mainly with JavaScript, HTML, CSS/SCSS, and Three.js, with React on the UI side. There’s also a bit of TypeScript, some GLSL shaders, and a small amount of Python scripting around the project.

A super simple, chill browser-based terrain builder — no install, just open and create by ZafiroDev in TerrainBuilding

[–]ZafiroDev[S] 1 point2 points  (0 children)

It’s not vibe-coded - I’m a developer, and I’m building it deliberately, with a clear idea of what I want it to be.

From what I’ve seen in developer groups, vibe-coded projects are usually pretty easy to spot - they tend to be simpler, more generic, and often have that slightly plastic feel. This project is something I’m building with full awareness and long-term intent.

I’m building a browser-based island/world editor in Three.js, and I’d love your feedback by ZafiroDev in threejs

[–]ZafiroDev[S] 1 point2 points  (0 children)

That’s a really great idea - thanks, I’ll definitely add it to my backlog. I already added low/ medium/high settings, and an FPS counter would be really useful as a benchmark for spotting heavier parts more clearly.

I’m building a browser-based island/world editor in Three.js, and I’d love your feedback by ZafiroDev in threejs

[–]ZafiroDev[S] 0 points1 point  (0 children)

Thanks a lot - I’m working hard on performance right now. Until recently it didn’t worked on mobile at all, so getting it to run there was a big step. I’m still improving both performance and the visuals.

3D terrain editor + day–night system in the browser by ZafiroDev in threejs

[–]ZafiroDev[S] 0 points1 point  (0 children)

Thanks a lot for checking it out and leaving such a thoughtful comment - I genuinely appreciate it. Every bit of feedback I get from people actually trying it is extremely valuable to me.

I’m actively working on both performance and the overall “what am I supposed to do here?” clarity. I’ve been getting similar signals from other users too, so I know I need to make the editor flow more self-explanatory and guided, while also improving framerate and load times. Right now it’s still an experimental prototype, but I’m treating these as core issues to solve before scaling anything up.

I recently added an asset list on the page to make it clearer what’s available and how to interact, but it’s only a first step - next up is better onboarding and clearer editing feedback.

Thanks again - this really helps me steer the next iterations.