Dungeon Maister · overnight prototypes (6-7 Nov 2026)

Everything runs in the browser, self-contained (three.js r170 vendored, CC0 assets in assets/ with licences). Generators write data first; every view only draws that data. Each area has a README with how it works, good and bad, cost to make real, and fit with the locations model. Overview with notes, recommendations and decision cards.

1 · World maps

Noise heightmap · parchmentSimplex fbm, rivers by flow, Whittaker biomes, scored cities, A* roads, bridges and fords. Styles: parchment, painted, hex, iso, 3D.
Noise heightmap · paintedSame data, painted atlas with hillshading.
Noise heightmap · hexSame data sampled onto hexes.
Noise heightmap · 3Dthree.js terrain with labels.
AI constraints demo"Mountains in the north, a port city in the south-east" bias the generator.
Voronoi polygons (Azgaar / O'Leary)Own Delaunay, Lloyd relaxation, rivers and roads on the polygon graph.
Wave function collapse6-tile simple tiled model; consistent locally, no continents. The wrong tool for a world, shown honestly.

README: world comparison · noise · voronoi · wfc

2 · Local / tactical maps (5-ft squares)

BSP dungeon · 2D with cover overlayRoom roles from the room graph (entrance, guard post, lair, locked treasury), props by role, torches; click a square for cover, line of sight, movement.
Cave · light and darknessCellular automata; camp in the most open far spot; pool, stalagmites for cover, glowing mushrooms.
Tavern floorplanCommon room, bar with stools and casks, kitchen, locked storeroom, fireplace, tables with aisles.
VillageRoads, square with a well, a stream with a ford, houses facing the road, smithy and chapel.
Image-model pass (mocked)Control images from the data and the exact request a ControlNet call would get; nothing sent.
3D from the same data · tavernthree.js: walls, floors, doors, placeholder props, real lights, CC0 Poly Haven props, Quaternius robot token.
3D · BSP dungeonTorch-lit rooms, pillars in the lair, chests in the treasury.
3D · villageDaylight, sun shadows, trees, stream.

README: local maps

3 · Inventory items in 3D

Inventory viewer7 Poly Haven CC0 models next to 5 items built in code from parameters; thumbnails rendered in the browser.
Procedural potionOne builder, endless variants via params.

README: items

4 · Characters

Three routes side by side(a) CC0 rigged 3D base with animations, token and grid square; (b) AI portrait, mocked with the exact prompt and request; (c) 3D pose → control images → image model, mocked.

README: characters