D
Dylan Baker
Guest
Over the past several years, Iโve been building Web Wide Worldsโan open-source framework for creating persistent, explorable 3D environments using web-native technologies.
This stack makes building a digital world like building a websiteโmodular, remixable, and accessible across devices.

Web Wide Worlds is a modular framework for defining, deploying, and interacting with 3D environments in a world browser application. Itโs engine-agnostic, protocol-friendly, and built to scale from tiny microsites to planet-scale simulations.
At its core:
Each layer of the stack is designed to be swappable and composable:
Whether youโre prototyping a multiplayer game, teaching through interaction, or replacing static content with explorable spacesโthis stack flexes with you.
Hereโs what people are building (or could build) with Web Wide Worlds:
Web Wide Worlds is designed to align with:
You can use Blender, Sketchfab, or any pipeline that supports open formats. The goal is to make worldbuilding accessible, remixable, and standards-compliant.
Iโd love feedback from developers working on spatial logic, multiplayer frameworks, or declarative systems. If youโre building something similarโor want to collaborateโdrop a comment or reach out.
Letโs make the web explorable.
Continue reading...
This stack makes building a digital world like building a websiteโmodular, 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. Itโs 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 youโre prototyping a multiplayer game, teaching through interaction, or replacing static content with explorable spacesโthis stack flexes with you.
Use Cases
Hereโs 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
- Explore live worlds: webverse.fivesqd.com
- Read the docs: GitHub repo
- Build your own world in just minutes
Letโs Connect
Iโd love feedback from developers working on spatial logic, multiplayer frameworks, or declarative systems. If youโre building something similarโor want to collaborateโdrop a comment or reach out.
Letโs make the web explorable.
Continue reading...