Gallery
Every component, live
Each preview is the real component, generated from a seed — drag to orbit. Open one for its props, install, and source.
structures
Composite: four walls and a floor with a doorway, arranged from one Level. Unpack to customize.
Composite: a two-level dwelling arranged from parts (Levels, Door, Windows, Staircase, gable Roof, Plant). Unpack to customize.
A round hut: a post-ribbed wall on a stone base, a framed doorway and window, under a shaggy thatch cone; one cylinder collider.
Wall segment with door/window openings and a fixed collider.
Flat floor slab with a fixed collider; optional stairwell opening.
A stackable wall ring plus optional slab: per-side openings, sides that can be omitted, and a stairwell hole — the unit a building is composed from.
Flat or gable roof.
Door panel within a frame.
Window with frame and translucent pane.
Stepped staircase with per-step colliders.
An A-frame ridge tent: striped wind-rippled fabric, entrance flaps pinned open, guy ropes and stakes; solid sides and back, open front.
A wooden post-and-plank signboard carrying a name in the world's display font; the post sits behind the board so the text reads clean.
Posts and rails with seeded weathering; encloses yards and paths. One footprint collider.
A cloth flag on a pole; the cloth ripples per-frame, pinned at the luff. Thin pole collider.
Plank deck spanning a gap, optionally arched, with railings and slab colliders that follow the deck.
Freestanding gateway: two piers and a semicircular arch of voussoirs. Composes with Wall.
Column with a plinth, a tapered (optionally fluted) shaft, and a capital.
Stone well with a dark pool, posts, a little pyramid roof, and a bucket on a rope.
A tapered tower with a conical cap and four sails that turn each frame; tower collider, seeded blade phase.
A plank jetty on pilings reaching out over water; walkable deck colliders, side stringers, and seaward mooring posts.
A paved street: a flat stone deck with low kerbs, draped on the ground like Path; decorative (no collider).
interiors
A round bar stool: a disc seat on three splayed legs; a thin cylinder collider.
Table with a top and four legs.
Chair with seat, back, and legs.
A service / bar counter: a solid body under a worktop that overhangs the front; one cuboid collider.
Procedural analog wall clock; hands track the system clock or a given IANA timezone.
In-world text rendered in a world font (the one font-using component); falls back to the default bundled in @runek/core.
Lamp that emits a point light.
Procedural striped rug (seeded stripes, no textures).
Wall shelf with planks.
Procedurally generated bookshelf with seeded books and one cuboid collider.
A single procedural book — standing, lying, or open — with a seeded cover and optional click interaction; the standalone sibling of Bookshelf's instanced spines.
Slatted bench with an optional backrest; indoor or outdoor seating.
Bed with a frame, mattress, pillows, and a headboard.
Slatted wooden crate with seeded plank shades; stacks via a cuboid collider.
Staved barrel bellied at the middle, banded by metal hoops; convex-hull collider.
Potted plant: a tapered planter and a seeded cluster of foliage.
water
Procedural animated-shader water surface (no textures); place its surface at or below ground level.
Camera-following animated-shader ocean that reaches the world fog horizon (no textures); sits at the world ground.
Sloped beach/shore strip to meet a Lake.
A small procedural sailboat: a station-built low-poly hull, mast, boom, and mainsail, floating at the waterline with a gentle moored bob.
Two-tier stone fountain with gently rippling water (a per-frame bob, no textures).
environment
Faceted rocks with convex-hull colliders (seeded scatter).
Procedural atmosphere (drei Sky).
Instanced grass blades (seeded scatter).
Drifting clouds built from clustered soft blobs (no textures); layer above a Sky.
Stone ring, a tepee of logs, and an animated flame with a warm flickering light.
A loose flock circling overhead, each bird flapping on its own seeded orbit.
vegetation
L-system trees grown by a 3D turtle, deterministic from seed.
Clustered foliage blobs, seeded; the mid-height density between Grass and Trees.
Instanced seeded wildflowers (stem + colored head) scattered over a patch.
A trimmed green wall with seeded surface tufts; blocks like a Wall.
terrain
Procedural fbm-displaced ground with a matching trimesh collider, a flat build-pad option, and an optional radial island falloff.
A rocky promontory: a low-poly, seed-jittered truncated cone with a flattish plateau and a convex-hull collider.
A meandering ribbon trail from seeded waypoints; decorative, laid just over the ground.
character
First/third-person character controller (ecctrl wrapper). WASD moves; mouse-drag or the arrow keys steer the camera in either view. Reads the world's `avatar` setting for its default view and the world's `controls` for key bindings.
systems
A travel gate: a glowing sensor ring that fires onEnter (or navigates to a destination) when the avatar or a vehicle passes through — for world-to-world travel, level transitions, and teleports.
A screen-fixed HUD compass: a glassy dial in a corner of the canvas whose rose card swings with the camera heading, with a fixed lubber line and an optional wind + bearing readout — works with any traversal that drives the camera (on foot or at a vehicle's chase-cam).
Sun + hemisphere/ground fill with shadow configuration.