runek v0.16.0
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Gallery

Every component, live

Each preview is the real component, generated from a seed: drag to orbit. Open one for its props (with defaults), install command, and source.

structures

Room

Composite: four walls and a floor with a doorway, arranged from one Level. Unpack to customize.

House

Composite: a two-level dwelling arranged from parts (Levels, Door, Windows, Staircase, gable Roof, Plant). Unpack to customize.

Hut

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

Wall segment with door/window openings and a fixed collider.

Floor

Flat floor slab with a fixed collider; optional stairwell opening.

CurvedWall

An arc of wall around the origin — solid concrete or a floor-to-ceiling glass curtain wall with mullions. Compose several arcs to leave door gaps; chords carry cuboid colliders.

Slab

A rounded structural plate (pill or ellipse) for curved-modernist decks, cantilevered roofs, terraces, or a lawn disc. Walkable, with a single convex-hull collider.

Level

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.

Roof

Flat or gable roof.

Door

Door panel within a frame.

Window

Window with frame and translucent pane.

Staircase

Stepped staircase with per-step colliders: solid (a built-in stair on a floor) or floating (thin treads on sloped stringers, open underneath, to span a void).

Tent

An A-frame ridge tent: striped wind-rippled fabric, entrance flaps pinned open, guy ropes and stakes; solid sides and back, open front.

Signpost

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.

Fence

Posts and rails with seeded weathering; encloses yards and paths. One footprint collider.

Flag

A cloth flag on a pole; the cloth ripples per-frame, pinned at the luff. Thin pole collider.

Bridge

Plank deck spanning a gap, optionally arched, with railings and slab colliders that follow the deck.

Arch

Freestanding gateway: two piers and a semicircular arch of voussoirs. Composes with Wall.

Pillar

Column with a plinth, a tapered (optionally fluted) shaft, and a capital.

Well

Stone well with a dark pool, posts, a little pyramid roof, and a bucket on a rope.

Windmill

A tapered tower with a conical cap and four sails that turn each frame; tower collider, seeded blade phase.

Dock

A plank jetty on pilings reaching out over water; walkable deck colliders, side stringers, and seaward mooring posts.

Road

A paved street: a flat stone deck with low kerbs, draped on the ground like Path; decorative (no collider).

interiors

Stool

A round bar stool: a disc seat on three splayed legs; a thin cylinder collider.

Table

Table with a top on four legs, or on pedestals with rounded ends for a conference table.

Chair

Chair with seat, back, and legs.

Counter

A service / bar counter: a solid body under a worktop that overhangs the front; one cuboid collider. With hob, a kitchen stove: a glass cooktop and an oven door.

Clock

Procedural analog wall clock; hands track the system clock or a given IANA timezone.

Sign

In-world text rendered in a world font (the one font-using component); falls back to the default bundled in @runek/core.

Lamp

Lamp that emits a point light.

CeilingLight

A ceiling fitting hanging from its origin: a flush dome, a pendant shade on a cord, or an aimed spot can. Can light only after dusk.

Chandelier

A hanging chandelier: a chain, a turned brass body, one or two rings of curved arms with candle bulbs, and optional glass drops. Instanced, with one shared light; can light only after dusk.

DeskLamp

A banker's desk lamp: a brass base and stem under a cased glass shade with a pull chain, pooling light on the desk. Can light only after dusk.

PictureLight

A brass picture light on one or two arms that washes the face below it: over a picture on a wall, or on the top of a bookshelf. Can light only after dusk.

Rug

Procedural striped rug (seeded stripes, no textures).

Shelf

Wall shelf with planks.

Bookshelf

Procedurally generated bookshelf with seeded books and one cuboid collider.

Book

A single procedural book — standing, lying, or open — with a seeded cover and optional click interaction; the standalone sibling of Bookshelf's instanced spines.

Bench

Slatted bench with an optional backrest; indoor or outdoor seating.

Bed

Bed with a frame, mattress, pillows, and a headboard.

Desk

A work desk: a top over slim legs, a drawer pedestal, or side panels, with a modesty panel at the back. Base and drawers seeded, each pinnable. One cuboid collider.

Monitor

A desk monitor on a foot, plate, or legs. Switched on, the screen glows in its own color with a few seeded windows and lines of text on it, all geometry, or shows a texture the app hands it.

Sofa

A sofa seating one to four: upholstered frame, seat and back cushions in soft shades of the fabric, square, rolled, or slim arms, pegs or a plinth, and throw pillows. Seeded, each choice pinnable.

OfficeChair

A swivel office chair: five-star base on casters, gas column, padded seat, low or high back, optional arms. Seats a Person in sit or type pose.

Tv

A flat-screen TV on a stand, a low media console, or a wall. Switched on, it shows a seeded picture (sky, sun, hills) drawn from flat shapes, or a texture the app hands it.

Screen

A display of any size (a phone, a monitor, a TV, a digital frame, a billboard) on a wall, a stand, a desk foot, or in a frame. Shows a seeded picture or desktop, a text banner, animated static, or a color, or a texture the app hands it.

Poster

A wall print of seeded flat art (shapes, color bands, a retro sunset, mountain peaks) with an optional caption and a slim or wide frame.

Whiteboard

A whiteboard on a rolling stand or a wall, with seeded marker diagrams (boxes, arrows, lines of writing) and optional text across the top.

Fridge

A kitchen fridge with a top or bottom freezer or one tall door, bar handles, and a seeded enamel or steel finish.

CoffeeMachine

A countertop coffee machine, espresso or drip, with a cup or carafe and a few puffs of steam. Sits on a Counter.

ArcadeCabinet

An upright arcade cabinet cut to the classic profile, with a lit marquee, joystick and buttons, and a screen running a pixel game laid out from the seed: invaders, falling blocks, a maze, a snake, or a paddle duel.

PoolTable

A pool table with rails, cushions, six pockets, and sixteen instanced balls, racked or scattered mid-game.

TableTennis

A regulation table tennis table with its lines, a net, a folding undercarriage, and paddles and a ball left on it.

ChessBoard

A chess board with a full set of turned pieces, set from a FEN position or played out from the seed into a mid-game, on a table top or its own pedestal.

GameConsole

A games console (tower, slab, or cube) with up to four controllers laid out in front, to sit under a TV.

Tableware

Tableware to set a table: a plate, bowl, glass, cup, or water jug turned from a profile, or a whole place setting. Drinks fill to a line; plates and bowls stack.

Crate

Slatted wooden crate with seeded plank shades; stacks via a cuboid collider.

Barrel

Staved barrel bellied at the middle, banded by metal hoops; convex-hull collider.

Plant

Potted plant: a tapered planter and a seeded cluster of foliage.

water

Lake

Procedural animated-shader water surface (no textures); place its surface at or below ground level.

Pool

A built swimming pool flush with the deck: coping rim, walkable plastered basin with corner exit steps, and a translucent water surface.

Ocean

Camera-following animated-shader ocean that reaches the world fog horizon (no textures); sits at the world ground.

Shore

Sloped beach/shore strip to meet a Lake.

Sailboat

A small procedural sailboat: a station-built low-poly hull, mast, boom, and mainsail, floating at the waterline with a gentle moored bob.

Fountain

Two-tier stone fountain with gently rippling water (a per-frame bob, no textures).

environment

Rocks

Faceted rocks with convex-hull colliders (seeded scatter).

Sky

Procedural atmosphere (drei Sky).

Grass

Instanced grass blades (seeded scatter).

Clouds

Drifting clouds built from clustered soft blobs (no textures); layer above a Sky.

Campfire

Stone ring, a tepee of logs, and an animated flame with a warm flickering light.

TikiTorch

A bamboo tiki torch with a woven head and a flickering flame and light, for a beach path or a garden. Can burn only after dusk.

Birds

A loose flock circling overhead, each bird flapping on its own seeded orbit.

vegetation

Trees

L-system trees grown by a 3D turtle, deterministic from seed.

Palm

A coconut palm: leaning bowed trunk and a full crown of feathery fronds, young ones standing up and old ones arching down, deterministic from seed.

Bush

Clustered foliage blobs, seeded; the mid-height density between Grass and Trees.

Flowers

Instanced seeded wildflowers (stem + colored head) scattered over a patch.

Hedge

A trimmed green wall with seeded surface tufts; blocks like a Wall.

terrain

Terrain

Procedural fbm-displaced ground with a matching trimesh collider, a flat build-pad option, and an optional radial island falloff. Its surface is queryable (`useGround`, anchors, `runek check-world`).

Cliff

A rocky promontory: a low-poly, seed-jittered truncated cone with a flattish plateau and a convex-hull collider.

Path

A meandering ribbon trail from seeded waypoints; decorative, laid just over the ground.

character

First-person controller — drop it into a world to walk.
Player

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.

Person

A sculpted, clothed, skinned figure generated from a seed: one continuous body with a sculpted face, lidded eyes that follow you, and hands with fingers, in three style templates (stylized by default, realistic, anime). Every part is configurable as plain JSON: the body (build, tone, height), the face (eyes, brows, nose, lips, blush), hair, and clothing as ordered layers (shirts, sweaters, vests, coats, dresses, robes, trousers, jeans, skirts, shoes, boots, belts, scarves, capes) that fit any body. Role presets, swappable cosmetic skins, hats and accessories, poses, idle breathing and blinking. Give it a patrol or a wander radius and it walks: a route that is a pure function of the clock, following the ground, with a walk cycle and a step aside for the player and other walkers. A route with a departure time is a one-way trip (to a desk, to bed) that reports its arrival, and actions put a key prompt over it (Talk, Info) when the player comes near. Meshes build in the background, coarse first, with full detail near the camera. Place one at a spawn point, or use it as the Player's third-person body.

systems

Portal

A travel gate: a glowing vortex around a dark core 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.

Rift unreleased

A pair of linked rifts torn in the air, ragged and edged in iridescent, glitter-shedding light. Each shows the other end live and in parallax, and walking into either carries you to the other: walkable shortcuts within one world (use Portal for other worlds or pages).

Compass

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).

Lighting system — lights a whole scene rather than an object.
LightRig

Sun + hemisphere/ground fill with shadow configuration.

A wrapper: put it around anything to give the player a key prompt and actions.
Interactable

Wrap anything to make it something the player can act on: walk within range and a prompt shows its actions with the keys the world binds to them; press one and onAction gets its id. Only the nearest in range takes the key, and keys yield to text fields.

runek Procedural 3D worlds for React Three Fiber — composable, seeded, asset-free.

MIT © nullorder · worlds, one rune at a time · llms.txt