seloslav/medieval-settlement-threejs — explained in plain English
Analysis updated 2026-05-18
Play a browser-based medieval settlement builder with procedurally generated terrain.
Study how road networks, bridges, and terrain projection are implemented in Three.js.
Learn how a SpacetimeDB Rust module can drive an authoritative multiplayer-style game economy.
Use the project's design docs as a template for keeping AI-generated game art visually consistent.
| seloslav/medieval-settlement-threejs | 0xbennie/binance-smart-money-tracker | aeneasr/dockerstats | |
|---|---|---|---|
| Stars | 44 | 44 | 44 |
| Language | TypeScript | TypeScript | TypeScript |
| Last pushed | — | — | 2021-04-07 |
| Maintenance | — | — | Dormant |
| Setup difficulty | moderate | moderate | hard |
| Complexity | 4/5 | 3/5 | 3/5 |
| Audience | developer | developer | ops devops |
Figures from each repo's GitHub metadata at analysis time.
Requires running both the SpacetimeDB Rust module and the Three.js client to see the full simulation.
medieval-settlement-threejs is a real-time 3D sandbox game built with Three.js, where players grow a medieval village on a procedurally generated landscape of hills, forests, and rivers. When starting a new game, you choose the map size, terrain shape, water layout, forest density, and a world seed before the landscape is generated. The core activity is drawing dirt road networks across the terrain, which automatically follow the ground's slope, snap to existing roads, and build wooden bridges with graded ramps whenever a road needs to cross a river. Along those roads, players place production buildings such as mills, quarries, wells, and woodcutter's lodges, which harvest timber, stone, water, and food from the surrounding land. Homes are placed along road frontage as well, and settlers move in over time as long as delivery crews, shown as wooden carts traveling the roads, keep them supplied with firewood, water, and food. Players assign workers from a shared labor pool to keep this supply chain running, and can plant backyard gardens for extra food and village income. The setting is a highland region of Croatia around the 1500s to 1600s, with regional building materials, market goods, and forest species reflecting that time and place, though the README notes this is a starting point rather than a fixed requirement. The visual style for menus uses a folk-art look with flat colors and bold outlines, while 3D buildings follow a shared design language documented in the project so that new buildings or textures, including ones generated by an AI assistant, stay visually consistent with the rest of the game. Under the hood, a SpacetimeDB server module written in Rust runs the authoritative economy simulation, tracking resources, population, construction, and road logistics, while the Three.js client renders the shared game state in real time. The game includes a HUD showing resources, population, and housing, a cheat mode for topping up resources during testing or screenshot builds, and detailed construction logistics where buildings are built in stages as workers deliver materials. The full README is longer than what was shown.
A real-time Three.js sandbox game where you build roads and buildings to grow a medieval settlement, with an authoritative SpacetimeDB economy running the simulation.
Mainly TypeScript. The stack also includes TypeScript, Three.js, Rust.
License terms are not stated in the README.
Setup difficulty is rated moderate, with roughly 1h+ to a first successful run.
Mainly developer.
This repo across BitVibe Labs
double-check against the repo, no cap.