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Web Wide Worlds: An Open Technology Stack for Digital Worlds

Over the past several years, I’ve been building Web Wide Worlds—an open-source framework for creating persistent, explorable 3D environments using web-native technologies. This stack makes building a digital world like building a web…

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Over the past several years, I’ve been building Web Wide Worlds—an open-source framework for creating persistent, explorable 3D environments using web-native technologies.



This stack makes building a digital world like building a website—modular, remixable, and accessible across devices.






What Is Web Wide Worlds?





Web Wide Worlds is a modular framework for defining, deploying, and interacting with 3D environments in a world browser application. It’s engine-agnostic, protocol-friendly, and built to scale from tiny microsites to planet-scale simulations.



At its core:





  • VEML (Virtual Environment Markup Language): An XML-based schema for defining entities, controls, behaviors, and assets


  • JavaScript World APIs: Runtime logic for interaction, animation, and input mapping


  • WorldSync: Real-time state replication using MQTT and WebSocket


  • WorldOS: A NodeJS-based server framework for hosting, messaging, and procedural generation


  • WebVerse: A platform-native or browser-based client for entering worlds via standard URLs


  • WorldHub: Hosting, asset marketplaces, and low-code editors for creators






Why Modular Matters



Each layer of the stack is designed to be swappable and composable:




  • Define worlds declaratively with VEML

  • Extend behaviors with JavaScript modules

  • Sync entities with a single synchronization flag

  • Host worlds on your own infrastructure or through third-party hosting services

  • Embed viewers into webpages or launch full XR clients



Whether you’re prototyping a multiplayer game, teaching through interaction, or replacing static content with explorable spaces—this stack flexes with you.






Use Cases



Here’s what people are building (or could build) with Web Wide Worlds:





  • Collaborative prototyping for multiplayer mechanics


  • Spatial microsites embedded in blogs or event pages


  • Indie games with rollback logic and modular UI


  • Onboarding flows that teach through interaction


  • STEM simulations and spatial tutorials


  • Digital art exhibits with interactive storytelling






Built on Open Standards



Web Wide Worlds is designed to align with:





  • GLTF and USD for asset interoperability


  • HTTP, MQTT, WebSocket for transport and messaging


  • WebGL/WebGPU for rendering


  • OpenXR for immersive input



You can use Blender, Sketchfab, or any pipeline that supports open formats. The goal is to make worldbuilding accessible, remixable, and standards-compliant.






Try It Out








Let’s Connect



I’d love feedback from developers working on spatial logic, multiplayer frameworks, or declarative systems. If you’re building something similar—or want to collaborate—drop a comment or reach out.



Let’s make the web explorable.

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