Post-Apoc Wasteland — settlement, raider camp, radio tower, vault, and a wandering caravan
A 3D mega-world: 7 sub-locations across a wasteland (Crestmark settlement, Ironjaw raider camp, WSTL 88.3 radio tower, Vault 47, Dead City, Bright Oasis, Big Sandy Pass), 100+ named characters, DJ Six-String narrating a 6-phase day, two-headed brahmin and rolling vault door.
Built with:
three.js r0.160 (single file)Heightmapped ground + 26 rim mountains + 70 dead treesInstancedMesh wastelanders + procedural settlement geometry
Prompt
Build a single-file HTML page that recreates "a day in a post-apocalyptic wasteland" as a continuous 3D autoplay mega-world I could put on Twitch and have viewers stay for hours. Tone is Mad-Max-meets-Fallout-cozy: weathered, hopeful, never grimdark. No graphic violence, no political real-world references, no real-world disasters.
Hard constraints:
- One HTML file, < 200KB.
- three.js r0.160.0 from unpkg, IIFE, strict mode, full disposable cleanup, reseed every ~10 min with a transition screen.
- First body line: <!-- ROUND15_MEGA v1 -->
- 7 spatial sub-locations in one three.js scene: Crestmark settlement (8 shacks + palisade walls), Ironjaw Camp (raider scrap walls, wrecked truck, spike row, banner), Radio Tower (44m truss tower with blink light + dish + WSTL 88.3 sign), Vault 47 (rolling cylinder door), Dead City (14 ruined buildings with cracked windows), Bright Oasis, Big Sandy Pass / caravan route.
- Mini-map canvas in HUD showing all 7 locations with dashed roads + active-pin highlighting + you-dot.
- 100+ named characters: 21 named cast minimum (mayor, gunsmith, doctor, trader, sheriff, raider boss, raider lieutenants, DJ Six-String, caravaneers, hermits, ghouls) + 80 InstancedMesh wastelanders procedurally named from a 40×40 first/last name pool, surfaced via a rotating "WHO IS" panel.
- 6-phase day (~19s each, ~114s loop): SUNRISE → MORNING → HIGH NOON → AFTERNOON → EVENING → NIGHT. Custom DJ chyron text per phase, cross-referencing named cast: vault door rolls open at sunrise, raid banner triggers at high noon, bonfires intensify in evening, ghouls walk at night.
- 19 director cameras auto-cycling every 5-7s: Crestmark wide/gate, campfire low, table dolly, raider camp, bonfire close, tower look-up/orbit, caravan trail, Big Sandy Pass, Vault entry/wide, Dead City, billboard, oasis ripple, wastes pan, chopper god, sun halo.
- HUD: spinning vinyl logo, station card, day arc with traveling sun, mini-map, threat meter with geiger ticks, caps counter, WHO IS rotating list, marquee chyron, RAID banner, phase title card, reseed transition.
- World-building: heightmapped ground, 26 rim mountains, 70 dead trees, 60 crack patches, 6 dust devils, 8 radiation patches, two-headed brahmin.
Tone: weathered + hopeful. DJ Six-String is the warm voice on the radio holding the wastes together. The vibe is "Friday night around the campfire after a hard ride."
Paste this into Claude, Cursor, or Copilot. Change one thing that matters to you.
What I learned shipping it
- How to build a believable wasteland from primitives + heightmap (26 rim mountains + 70 dead trees + 60 crack patches) without ever loading a texture asset
- How to give a settlement, a raider camp, and a radio tower distinct visual identity using palette + scrap details, so viewers can tell them apart on the mini-map
- How to use a radio DJ chyron as the narrative spine of a 6-phase day, cross-referencing every other location so it feels like one wasteland instead of seven scenes