Project Brief - Voxel Cutaway World Generator
Version: 0.2.0
Date: 2026-03-08
Author: Rens Roosloot / Codex collaboration
1. Overview
The Voxel Cutaway World Generator is a standalone interactive web page for roosloot.com.
It presents a small procedurally generated 3D voxel world chunk floating in space. The chunk is shown as a cutout from a larger world, exposing both the top terrain and the underground layers on the visible sides.
The experience is a visual toy generator, not a sandbox game. Users can inspect the chunk, rotate it, zoom in and out, regenerate the world from a seed, and switch between day and night lighting moods.
2. Objective
Create a lightweight, polished browser-based 3D procedural world toy that:
- showcases procedural generation and 3D graphics
- feels visually distinctive on the site
- works well on desktop and mobile
- remains small in scope, static-first, and performant
3. Intended User Experience
A visitor opens the page and immediately sees a floating voxel terrain chunk with visible underground layers.
The visitor can:
- orbit the chunk
- zoom in and out
- regenerate the world
- switch between day and night mood
The page should feel playful, elegant, and easy to understand without long instructions.
4. MVP Scope
Included:
- one standalone page
- one floating voxel chunk
- seeded procedural generation
- surface features: hills, grass/topsoil, trees, water, snow
- underground features: dirt, stone, ores/minerals, caves, lava
- desktop orbit and zoom controls
- mobile touch orbit and pinch zoom
- day/night lighting toggle
- regenerate action
- optional visible seed value
Excluded:
- character movement
- mining/building
- block-by-block editing
- infinite terrain
- multiplayer
- persistence and save/load
- physics-heavy simulation
- weather systems
- audio as a dependency for the core experience
5. Design Principles
The project should follow these rules:
- the chunk is the hero element
- the cutaway sides are always visible and intentional
- interaction is simple and low-friction
- visual clarity matters more than simulation depth
- mobile support is required from the start
- performance takes priority over feature count
- the result should feel like a crafted website experiment, not an engine demo
6. Release Boundary
Version 1 should stop at:
- one polished chunk
- one polished page
- one generation style
- minimal controls
- solid desktop and mobile interaction
The first implementation should not expand into an editor, survival gameplay, or large-scale simulation.