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Dylan Baker
Dylan Baker

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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 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.

Top comments (2)

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dreama profile image
Dream

Nice work making this stack engine-agnostic and standards-based. VEML + JS modules seems practical, and using MQTT/WebSocket for sync makes sense. How do you handle schema versioning/migrations for VEML, and what's the recommended auth model for WorldSync? I'll check out the demo and repo.

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dyfi profile image
Dylan Baker

Thanks! I've found VEML + JS to work well for quickly spinning up worlds. I quickly found that I would need to come up with a solution for schema versioning. The VEML schema contains a version number, and the software application uses this to determine which version of the schema it's working with. In WebVerse, I've been able to maintain a chain of backward compatibility/document upgrading.

Thanks for giving the demo a try! Let me know if you have any questions/suggestions or would like help creating a world.