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Jining Mido Information Technology Co., Ltd

Building Your Metaverse on This 3D Virtual World Base Layer: Where to Start Writing Layer 5

metaverse development3D virtual world base layerself-hosted metaverseThree.js source code3D editor buildingvirtual showroom development3D training systemmultiplayer online worldfederation interconnectionsource-available

The idea "I want my own metaverse," translated into engineering, becomes one question: what does the base layer give you, and what do you write yourself? This article skips the concepts and talks construction: on top of our open browser-based 3D virtual world base layer (Genesis), where to start on layer 5 — your business layer — which work the editor does for you, which work needs code, and a few directions already proven to land.

The licensing terms first, as always: the source is available (source-available); it is free to run locally; online, commercial, or federated use requires a subscription license. Exact terms live in the repo's LICENSE / EULA.

1. What layer 5 is: one dividing line

This base layer splits a 3D virtual world into five layers; the lower four are business-independent and ship with the source:

LayerOwnerWhat's inside
1 Rendering kernelBaseThree.js r185 / WebGL2, CDN-free, corrected color pipeline
2 Asset pipelineBaseThree-tier LOD, GLB asset surgery, 3DGS photographic scenes, imports (GLB/GLTF/VRM/OBJ)
3 Multi-client & communicationBaseCapability-tier adaptation, weak-network reconnect self-healing, voice quotas
4 Open interfacesBaseAI agent access (MCP Server), federation protocol, admin console
5 Business layerYouWhat the showroom displays, what training practices, what the community plays, what sells, what the rules are

"Metaverse," taken apart into engineering, is exactly these five rows. "Can enter, has space, plays together, stays online, crosses worlds" is the base layer's work; "what content, what identity system, what economic rules" is yours. The base layer refuses to decide what happens inside your metaverse — that is a design stance, not a missing feature.

2. The editor's share: the part you do without code

Live shot of the in-browser 3D editor
Live shot of the in-browser 3D editor: model library (GLB/GLTF, VRM, OBJ imports), scene viewport, object list and properties panel; this scene contains 373 objects

A good part of layer 5 needs no code — it happens in the browser editor. The screenshot shows this editor's daily form: model library on the left (GLB/GLTF direct upload; VRM packaged with textures; OBJ with mtl), scene viewport in the middle, object list and properties panel on the right (this scene contains 373 objects; position, rotation, scale, and animation are all adjusted in the panel).

The editor handles "placing"; code handles "behaving." Placing models, tuning properties, assigning animations, arranging buildings and props — click-driven. "Show a spec panel when the player approaches this machine," "grant a reward after the operation completes," "how characters trade" — rule-bearing interaction logic is the coded part. Sort your work into these two buckets and layer 5's size becomes estimateable.

3. Directions that can land today

Layer 5 is not started from a blank page — these directions already have capability support underneath:

DirectionYour layer-5 workSupport already in the base
Product / equipment showroomPlace exhibits, write intros, design the tour3D editor, per-object AI descriptions, AI guide access
Training & rehearsalBuild the operation scene, define assessment rulesMultiplayer sync, character animation, admin console
Community / brand spaceSet content themes and event rulesMultiplayer sync, chat, economy panels, federation
Digital memorial / collection spaceUpload models, arrange a private spaceModel imports, asset library, privacy on your own server

Stated plainly: the paid B2B path for the showroom/training direction is still being validated; we have no citable customer cases. The table describes capability support, not business results.

4. Mobile: the same world, another entrance

Live phone-browser view
Live phone-browser view: street architecture and a floating-island billboard — the same world as on desktop

The same world in a phone browser (live screenshot): street architecture, a floating-island billboard, virtual joystick and controls. The base layer adapts clients by capability tier — the world you build in the editor is the same one desktop and mobile users see.

The boundary, as always: we have not yet completed full measured testing of mobile frame rate and power draw. Entering and walking around is evidenced by the screenshot; take performance numbers from your own target devices.

5. Where to start: an executable order

A suggested sequence (every step has something concrete to check against):

  1. Deploy, then run the acceptance scripts — the 54 accept_*.js files are a ready baseline, before and after your changes.
  2. Build a minimal scene in the editor — place one object you care about, set its properties, open it on a phone. No code in this step; what you are verifying is "can this base layer carry my content."
  3. Add one business rule to the scene — read the existing implementation of the relevant module in src/, and modify alongside it. The value of source-available lives here: changes with a reference beat blank-page writing, and break less.
  4. Add AI if you want it — three steps per the onboarding docs (discovery file, key-to-token, WebSocket access); a runnable example client sits in examples/.
  5. Talk licensing when you go online — local verification is free end to end; enter the subscription license only after confirming the base layer fits you.

6. What this base layer does not suit

  • If you want "AI generates a whole world from one sentence" — generative world-building is planned and not implemented; do not evaluate it as an existing feature.
  • If you want hosting and zero server contact — self-hosting is the stance; there is no hosted edition.
  • If your target is heavy game-grade gameplay (large physics engines, console-grade graphics) — this is a Three.js browser stack, bounded by browser performance budgets, not a Unity-class engine substitute.

7. Boundaries and unmeasured items

  • Mobile frame rate and power draw are not fully measured (entry and walking are evidenced by screenshots).
  • The paid B2B path for showrooms/training is still being validated; no customer cases to cite.
  • Roadmap items (AI-assembled worlds, agent store, agent interoperability, cross-world federated AI) are all unimplemented.
  • Screenshots reflect the version at writing time; the UI evolves.

FAQ

Q: How far can I get without writing code?

A: Deploy by the docs and build in the editor — neither needs code. Business rules and custom interactions do, or go to someone who codes. A semi-technical team can run the "editor-first, outsourced-code" combination.

Q: How big is layer 5, roughly?

A: No numbers — it depends on your business complexity, and an invented figure means nothing. Use the method from section 2: classify every interaction you want into "placing" vs "behaving"; the "behaving" pile is your development volume.

Q: Can I build commercial projects on it and sell them?

A: Commercial use falls under the subscription license; terms in the repo's LICENSE / EULA. Local verification is free — confirm it fits before entering commercial licensing. That order minimizes your risk.

Q: Can my world connect with others'?

A: The federation protocol layer ships in the base (identity migration and same-name auto-rename both have acceptance runs); cross-world interconnection is one of its design capabilities. For networking specifics, see the federation section of the deployment docs.

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.

Ready to start your layer 5 on this base? 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 lower four layers ship with the source. The source is available; run it locally free of charge; online, commercial, and federated use require a subscription license. Layer 5 is yours, starting from one scene in the editor. 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".
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