threejs-world-generation
Three.js World Generation
For production meshes and Blender assembly, also read 3d-asset-generation.
Three.js remains the semantic interactive/blockout renderer; Blender is the
production renderer when the brief calls for dense reference-grade scenery.
The production handoff must include target dimensions for imported assets, semantic scatter exclusion zones, terrain-following water/path geometry, landmark visibility policy, camera clearance, and global/regional/walk review frames. These are world-spec contracts, not manual Blender cleanup notes.
Create a persistent scene graph, not a sequence of unrelated 2D shots. Preserve the user's explicit constraints, infer missing construction details separately, establish the global terrain first, and refine selected regions without disturbing the world-wide spatial contract.
Choose the fidelity tier explicitly
blockout: procedural primitives, vertex colors, semantic/layout validation, fast iteration. Never call this production-quality, reference-grade, or visually equivalent to WorldClaw.production: licensed local GLTF/GLB catalogs, a minimum eight-model palette across four semantic categories, three PBR terrain layers, asset provenance, walk-level repetition review, and no primitive landmark fallback.
For a hero video or any reference showing populated textured environments, use production. If its catalog/material/provider requirements cannot be met, stop at preflight or the asset gate. Do not render a blockout as the final deliverable.