Downloading This Browser-Based 3D Virtual World Source Code: What You Actually Get — World, Editor, Admin Console, AI Access
3D virtual world source codeself-hosted 3D worldThree.js base layer3D world editorGLB importVRMmetaverse developmentAI agent accesssource-available3D world admin console
If you are considering a ready-made 3D virtual world base layer for the first time, the repo page alone rarely answers the real question: what exactly do you get after cloning? This article does one thing — lays out the full inventory of this source code (the browser-based 3D virtual world base layer, Genesis), with live screenshots. All screenshots come from a running world, not mockups.
The licensing terms first, to avoid confusion later: the source is available (source-available); it is free to run locally; online, commercial, or federated use requires a subscription license. This is not an open-source license — read the LICENSE and EULA in the repo before downloading for the exact terms.
1. What the repository root contains
Based on an actual listing of the repo root (these are file names you will see yourself after cloning):
| Content | Files / directories | Purpose |
|---|---|---|
| World front end + server | src/, public/ | The body of the browser 3D world: rendering, multiplayer sync, editor, admin |
| Deployment docs | Deployment_Guide.md, 程序部署说明.md, 部署-世界URL设置指南.md | Steps from environment to going live |
| Database | database/, Database_Import.md, 数据库导入.md | Schema scripts and import instructions |
| Environment check | check-env.js, 环境检测.bat | Pre-deployment self-check |
| Containers | Dockerfile, docker-compose.yml | Entry point for running in containers |
| AI access | examples/ | Zero-dependency agent client examples |
| Acceptance scripts | scripts/ (54 accept_*.js) | Re-runnable automated acceptance, judged by real exit codes + JSON reports |
| Screenshots | Screenshot/ | The live screenshots in this article come from here |
| License & patent | LICENSE, EULA.md, PATENT_DISCLOSURE | License terms and patent disclosure |
2. First: a 3D world editor that runs in the browser

A live shot of the in-browser 3D editor: model library on the left (GLB/GLTF direct upload; VRM requires the textures packaged with it; OBJ requires mtl plus textures), scene viewport in the middle, and on the right the object list (this scene contains 373 objects) and the properties panel (position, rotation, scale, animation, advanced parameters).
One thing worth noting: this editor serves people who build worlds, not people who write code. Placing models, adjusting transforms, and configuring animations are click-driven in the editor; changing interaction logic and adding business features is the coding part. The two layers are separated, so changes in one do not drag the other.
3. Second: what it looks like running on desktop

A live desktop-browser view of the world: player character, buildings, animals, and billboards on the same screen. To be honest: this is a test world still being maintained, and the shot includes some unfinished gray blocks — we did not cherry-pick a flattering angle; this is what it looks like day to day.
4. Third: what the admin console manages
The admin console is not screenshotted here (its page footer carries subscription info and contact details, which does not suit a full-image share), so here is the module list instead: users & roles, worlds & scenes, 3D assets, economy, federation & cross-world portals, system config, character templates, animation library, weapons library, security questions. In one sentence: everything world operations touch has a corresponding admin panel.
5. Fourth: AI access ships as source + examples
AI access is not a marketing word here — it exists in the source as three concrete things: a discovery file (.well-known/virtual-world-agent.json), the key-to-token endpoint, and a zero-dependency example client in examples/ (runs directly on Node). There is also a standalone MCP Server (the npm package agent-virtual-world) through which AI coding tools can observe and operate the world. The boundaries, stated in full: the connected AI cannot see the screen, does no speech recognition or synthesis, hosts no knowledge base, and when walking into the world as a humanoid character it cannot jump across distant points — all documented in the onboarding docs.
6. What is in the source and what is not
| In the source | Not in the source |
|---|---|
| Full implementation of the world front end, editor, and admin console | Our live world's content (scenes, models, operational data) |
| Database schema and import scripts | Hosting — deployment and operations run on your own server |
| Deployment docs, environment checks, container entry points | Content production — models and scenes are yours to prepare or outsource |
| AI access examples and the MCP Server | Updates — these follow the subscription; see the repo license |
In other words: what you get (free in the local case) is the factory for building worlds, not a finished world. Get clear on that layer before deciding to download.
7. Three things to think through before downloading
- The environment setup is on you. Node version, database, ports, domains — deployment work no machine does for you. The docs walk you through it, but the hands are yours.
- Read the license first. Local personal use is free; online, commercial, and federated use fall under the subscription license. The terms live in LICENSE / EULA — that is the practical difference between "source-available" and "open-source."
- This is a continuously maintained engineering project, not a polished sample. The acceptance scripts are all open (54, re-runnable); the good and the bad are on the table. Suggestion: clone, run the acceptance suite, then decide.
8. What this base layer does not suit
- If you want "type a sentence, get a world" — the base layer provides the engineering layer and an editor, not a generator.
- If you want full hosting and no servers — self-hosting is its stance; data and operations both live on your side.
- If it is a one-off demo you need and you will not maintain it — the upkeep outweighs the benefit; a hosted rental fits better.
9. Boundaries and unmeasured items
- The screenshots come from desktop and an in-development test world; we have not yet completed full measured testing on mobile frame rates and power draw (phones can enter the world and there are live mobile screenshots, but no performance numbers).
- The screenshots reflect the version at writing time; the UI evolves — trust what you clone.
- Deployment time and learning cost vary by person; the article invents no numbers.
FAQ
Q: What do I see the first time I open the clone?
A: A standard Node project layout. Read the README and deployment docs first, run check-env.js, create the database per Database_Import.md, then start. The next article walks the full path.
Q: Can a non-coder build worlds with the editor?
A: In-editor operations (placing models, adjusting properties, configuring animations) need no code; deployment, going online, and business customization do. A semi-technical person can combine both: deploy by the docs, build in the editor.
Q: Why not make it open-source?
A: The license choice is tied to the business model: local use free, online and commercial by subscription. The terms are written into LICENSE and EULA. "Source-available" describes that state accurately, and we do not borrow the word "open-source."
Q: Were the screenshots cherry-picked?
A: With limits — this article omits the admin full-page shot (it carries contact info) and the federation config page (internal details); the world shots are unedited. To judge the visuals, browse the repo's Screenshot/ directory yourself.
Source & Repositories
The three mirrors are identical; the first two are faster inside China. The repos include deployment docs and a set of acceptance scripts you can run yourself to see the measured numbers.
- Gitee (fastest in China): https://gitee.com/miduoxinxijeji/miduo.git
- GitCode (China mirror): https://gitcode.com/qq_35054471/virtual-world
- GitHub: https://github.com/miduo100/3d-virtual-world
About Genesis
Genesis is a self-hosted 3D virtual world system built on Three.js + WebGL, helping individuals and businesses build their own 3D spaces. Accessible directly from a browser, compatible with both PC and mobile, it supports multiplayer online, federated teleportation, a shop system, and Agent integration—where an AI can enter your world as an embodied character. Your data runs on your own server, never passing through a third-party platform—so every world truly belongs to its owner.
Want to see it running before you download? Genesis (a.k.a. the Genesis Virtual World CRM) is a Three.js 3D virtual world base layer that runs on your own server — the world, the editor, the admin console, and AI access all ship in this one codebase. The source is available; run it locally free of charge; online, commercial, and federated use require a subscription license. Search "Genesis Virtual World CRM" to find the site with a walkable demo world.
About the name: Genesis in this article is the same self-hosted 3D virtual world product also called the Genesis Virtual World CRM. If "Genesis" does not find us, search "Genesis Virtual World CRM".