peytontolbert/WebGL_Tools

Browser-based tools for building 3D environments, games, and demos quickly. Generated https://peytontolbert.com/showroom/ in a few hours.

0

stars

3

commits

JavaScript

primary language

Apr 19, 2026

updated

README

WebGL DevTools for Fast Game Building

This repo is centered on a browser-based DevTools product for building 3D games, interactive showrooms, and playable demos quickly.

The goal is not just to inspect assets. The goal is to go from a blank idea to something like Peyton's showroom in a few hours from scratch, using one workspace for world building, asset generation, characters, vehicles, and packaging.

The older standalone WebGL viewer/runtime is still in the repo, but it now supports the DevTools workflow instead of being the main story.

Quick start

npm install
npm run dev
  • DevTools authoring UI: http://127.0.0.1:5179/devtools.html
  • Runtime/viewer entrypoint: http://127.0.0.1:5179/

Preview production assets locally:

npm run build
npm run preview
  • Preview server: http://127.0.0.1:5180

What the DevTools product covers

  • World building: Scene, Forge, Terrain, and Buildings let you block out spaces, stage environments, and iterate on layouts quickly.
  • Prompt-to-world workflows: Code2Worlds can generate a world concept and hand it directly into Scene.
  • Asset ingest + generation: Assets, Dataset, ZImage3D, Image Model Gen, Trellis, OVoxel, and Omniverse turn prompts and source files into WebGL-ready content.
  • Characters + animation: Character, HumanDatasetRigged, Rig, Animation, Locomotion, and Mesh2Motion get a playable character into the world quickly.
  • Vehicles: Vehicles, Assetto Corsa, track export, and Chrono-backed runtime systems support drivable scenes and gameplay loops.
  • Packaging: Game turns assembled scenes into a playable flow with menu, loading screen, character selection, preloads, save config, optional custom logic, and exportable package files.

Fast path to a playable build

  1. Start with a scene concept and rough blockout in Forge, Scene, or Code2Worlds.
  2. Pull in environment and prop assets through generated GLBs, Omniverse conversion, or existing local assets.
  3. Add a character, retarget motion, and validate interaction in Scene.
  4. Add vehicles or runtime systems if the experience needs driving or traversal.
  5. Finalize the experience in Game, then export the config, manifest, and launcher HTML for a playable package.

The sweet spot for this repo is a showroom-style experience, a small game prototype, or a polished vertical slice that can be built in one focused session instead of a long engine setup cycle.

Useful commands

npm run dev
npm run build
npm run preview
npm run test:chrono
npm run test:chrono:e2e
npm run test:chrono:full

Documentation

Repository notes

  • assets/** is mostly local-only and gitignored. Keep manifests/reports in git; keep large generated payloads local.
  • Many DevTools panels rely on optional local dependencies such as Blender, Omniverse packs, Assetto Corsa data, or local model runtimes.
  • In dev, open /devtools.html instead of /dist/*. Build first if you want to test the preview bundle.

Legacy runtime note

The runtime at / still contains the older viewer/editor flows, dataset loading, and multiplayer experimentation. That runtime remains useful for testing scenes and systems, but the repo should now be understood primarily as a DevTools-driven game-building workspace.

Contributors

peytontolbert

3 commits

peytontolbert/WebGL_Tools

Browser-based tools for building 3D environments, games, and demos quickly. Generated https://peytontolbert.com/showroom/ in a few hours.

0

stars

3

commits

JavaScript

primary language

Apr 19, 2026

updated

README

WebGL DevTools for Fast Game Building

This repo is centered on a browser-based DevTools product for building 3D games, interactive showrooms, and playable demos quickly.

The goal is not just to inspect assets. The goal is to go from a blank idea to something like Peyton's showroom in a few hours from scratch, using one workspace for world building, asset generation, characters, vehicles, and packaging.

The older standalone WebGL viewer/runtime is still in the repo, but it now supports the DevTools workflow instead of being the main story.

Quick start

npm install
npm run dev
  • DevTools authoring UI: http://127.0.0.1:5179/devtools.html
  • Runtime/viewer entrypoint: http://127.0.0.1:5179/

Preview production assets locally:

npm run build
npm run preview
  • Preview server: http://127.0.0.1:5180

What the DevTools product covers

  • World building: Scene, Forge, Terrain, and Buildings let you block out spaces, stage environments, and iterate on layouts quickly.
  • Prompt-to-world workflows: Code2Worlds can generate a world concept and hand it directly into Scene.
  • Asset ingest + generation: Assets, Dataset, ZImage3D, Image Model Gen, Trellis, OVoxel, and Omniverse turn prompts and source files into WebGL-ready content.
  • Characters + animation: Character, HumanDatasetRigged, Rig, Animation, Locomotion, and Mesh2Motion get a playable character into the world quickly.
  • Vehicles: Vehicles, Assetto Corsa, track export, and Chrono-backed runtime systems support drivable scenes and gameplay loops.
  • Packaging: Game turns assembled scenes into a playable flow with menu, loading screen, character selection, preloads, save config, optional custom logic, and exportable package files.

Fast path to a playable build

  1. Start with a scene concept and rough blockout in Forge, Scene, or Code2Worlds.
  2. Pull in environment and prop assets through generated GLBs, Omniverse conversion, or existing local assets.
  3. Add a character, retarget motion, and validate interaction in Scene.
  4. Add vehicles or runtime systems if the experience needs driving or traversal.
  5. Finalize the experience in Game, then export the config, manifest, and launcher HTML for a playable package.

The sweet spot for this repo is a showroom-style experience, a small game prototype, or a polished vertical slice that can be built in one focused session instead of a long engine setup cycle.

Useful commands

npm run dev
npm run build
npm run preview
npm run test:chrono
npm run test:chrono:e2e
npm run test:chrono:full

Documentation

Repository notes

  • assets/** is mostly local-only and gitignored. Keep manifests/reports in git; keep large generated payloads local.
  • Many DevTools panels rely on optional local dependencies such as Blender, Omniverse packs, Assetto Corsa data, or local model runtimes.
  • In dev, open /devtools.html instead of /dist/*. Build first if you want to test the preview bundle.

Legacy runtime note

The runtime at / still contains the older viewer/editor flows, dataset loading, and multiplayer experimentation. That runtime remains useful for testing scenes and systems, but the repo should now be understood primarily as a DevTools-driven game-building workspace.

Contributors

peytontolbert

3 commits

Languages

JavaScript

68.8%

Python

26.6%

C++

3.0%