world-builder

Generate a playable first-person voxel world as a single self-contained HTML file.

465|41|Updated Aug 4, 2026
One-click install
npx skills add https://github.com/autonomous-ai/openharness --skill world-builder-autonomous-ai
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: world-builder
Source: https://github.com/autonomous-ai/openharness/tree/main/store/agents/voxel-worlds/skills/world-builder
Command: npx skills add https://github.com/autonomous-ai/openharness --skill world-builder-autonomous-ai

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve? Turning a plain-English description into an interactive 3D voxel world normally requires game engines, asset pipelines, and build tooling. This Skill produces a complete walkable world in one offline HTML file that loads directly in a browser or web-viewer pane. ## Core Features & Use Cases - Single-file world generation: Builds a self-contained world/index.html with inline three.js and audio, first-person pointer-lock controls, WASD movement, and touch support. - Interactive voxel gameplay: Seeded procedural terrain, block placing and breaking with a crosshair and hotbar, textured materials, HUD, and a day/night cycle. - Verifiable output: Writes .harness/verdict.json status reports and supports model invariant checks via node tools/check.mjs, plus camera-based visual verification. - Use Case: Describe "a village with a dirt road, a river along the eastern edge, and wheat fields" and receive a walkable Minecraft-style world you can explore, edit, and export as JSON. ## Quick Start Ask the agent to build a walkable voxel world from your description, for example: create a small island village with a river, houses, and a day/night cycle in one HTML file.

Frequently Asked Questions about world-builder

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate a voxel world from a text description?

Describe the world in concrete terms, such as roads, rivers, and fields, and the Skill produces a single world/index.html file. The output is a walkable first-person scene with block placing, breaking, and a day/night cycle that runs entirely offline.

How to build a Minecraft-style world in a single HTML file?

The Skill inlines three.js and audio directly into one HTML file so no CDN or build step is needed at runtime. It generates seeded terrain, pointer-lock first-person controls, a crosshair with block editing, and a five-slot hotbar.

Does the generated voxel world work offline without a CDN?

Yes, all three.js code and audio are inlined into the single HTML file, so it runs entirely offline. The file can be loaded directly by a web-viewer pane or any browser without network access.

Can the same world be reproduced from the same description?

Yes, terrain is generated from a seeded noise function, so the same description and seed produce the same world every time. The Skill also supports running node tools/check.mjs with repeated seeds to verify model invariants.

Why does my generated world look like flat colored boxes?

Flat output happens when materials are not procedurally textured. The Skill requires noise-based texturing with multiple tones for grass, dirt, stone, and wood so the world reads as real voxels rather than colored cubes.

What are the limitations of a single-file voxel world?

The world must stay small, a few dozen blocks per axis, to remain walkable and performant in one file. Large-scale infinite terrain, multiplayer, and external asset loading are outside the scope of this single-file approach.