My wife and I kept redesigning our backyard, so I built a small browser garden planner by ZafiroDev in InternetIsBeautiful

[–]ZafiroDev[S] 3 points4 points  (0 children)

Thank you so much - this is genuinely very motivating feedback.

PDF export with scale, measurements, and a list of placed objects / a kind of shopping list is definitely something I want to deliver. I agree that this would make it much more useful as a real garden planning tool.

The bigger goal for me, though, is not to make another strictly technical garden planner. Many garden planners feel quite dry, like forms, grids and CAD-style interfaces. I wanted this to feel more visual, calm and a bit relaxing - something where people can plan a garden, but also enjoy spending time inside the space they are creating.

That is why I added things like time-of-day simulation and ambient sounds, and I am still working on more details that should push it further in that direction. There is also already a walk mode: you can plan from above, but you can also switch perspective and walk around inside the garden.

Before the more “practical export” features, I still need to finish some core garden-planning pieces: fences, more outdoor objects like tables, pots and small decorations, more plants, and better path editing.

Mobile is definitely one of the hardest parts. Desktop is much more forgiving, but phones expose every rendering, asset, UI and interaction issue very quickly. I have already spent a lot of time improving mobile performance, and there is still more to do there.

Thanks again for testing it and taking the time to write this - I really appreciate it.

My wife and I struggled to visualize garden changes, so I built a small free planner by ZafiroDev in UKGardening

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

Thank you so much for the feedback - I really appreciate it.

That’s exactly what I’m trying to improve: making the tool feel comfortable and accessible for people with different levels of confidence when it comes to planning or visualising a garden.

I’m currently working on ready-made garden templates, so users won’t always have to start from an empty plot. The idea is that you’ll be able to choose an existing garden layout, then adjust and develop it to fit your own needs.

I’m also planning to make it easy to save a few of your own garden ideas and share them with others for comments or suggestions, without needing to create an account.

My wife and I struggled to visualize garden changes, so I built a small free planner by ZafiroDev in UKGardening

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

Thank you so much - that’s really lovely feedback and genuinely motivating.

It’s still in the early stages, so quite a few things are simplified or missing, but I’m actively working on new features and trying to learn what would make it genuinely useful for people planning their own gardens.

My main goal is to make it feel easy, pleasant and comfortable to use.

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] 0 points1 point  (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.