When I turn off JS, it shows a loader instead of the terrain. Is this really CSS-Only? I mean it's still a high achievement even with JS, but was expecting it would also work without JS. This one, for example, truly works without JS https://benjaminaster.com/css-minecraft/ .
I'm assuming it's the render engine that is in pure CSS. You could display a static map in CSS but things like the tools to modify the terrain definitely need JS.
I really miss these building games that used an isometric grid. RC Tycoon, Zoo Tycoon, Sim City, TTD, …
Yes, it's less realistic, but it is so pleasant to work with. Everything you build aligns perfectly and if you want, you can neatly fill the entire map.
In comparison, (even with many mods) my Cities Skylines or Planet Coaster creations never look quite right. Building the roads and paths is always awkward and frustrating.
You guys have sent me down memory lane. Hopefully, I don't forget when I have free time to search, but hopefully I can find this to play in an emulator somewhere. This was the very first game I ever bought even though I didn't have an Amiga but had one that was very accessible.
edit: couldn't wait. did the search. it's very much available to play online. hello rabbit hole...
I've used a few terrain generators before but I think this one might be my favourite. Obviously the fact its a "CSS only" demo project restricts things a bit, but its got enough going for it regardless.
It actually comes at a really good time for me, I'm currently trying to make the transition from 2d game dev to 3d and things like this are really helpful.
Impressive, but there is a noticeable lag after modifying the terrain or moving the camera. Is there a way to know if the browser is using the GPU or CPU for rendering, and is there are way to see the milliseconds per frame?
It looks like a layout/style/composition issue with the browser engine.
In Safari I'm seeing 91% CPU time on paint, 6% on layout, 2% on styles. It looks like it's taking somewhere between 100-200ms on my machine to chunk through a state change each time.
> Is there a way to know if the browser is using the GPU or CPU for rendering, and is there are way to see the milliseconds per frame?
For Safari, you would go to the Web Inspector and navigate to the Timelines tab. Chrome has a similar thing.
Definitely! I'm planning for more landscape features for next versions. I think rivers will be a great addition, and waterfalls/rapids sound really interesting too. In the end it's a matter of adding a few classes and designing some sprites.
This thing is killing my CPU, what's the actual bottleneck here for CSS? Is it the number of elements visible and rendered at once? Is it the calculation engine backing CSS is super slow? Or just that most of the work is being done on the CPU it seems (on my machine, rotating around the map, my integrated GPU goes to 20% but CPU stays around 40-50%).
The controls would take some serious reworking to make it work on mobile - I could see adding a ‘pause’ feature to give you time to scrub your fingers all over the screen to issue all your unit and build orders, performant pinch to zoom would nearly negate the need for a mini map, lots of reworked GUI for building stuff and managing workers
When I turn off JS, it shows a loader instead of the terrain. Is this really CSS-Only? I mean it's still a high achievement even with JS, but was expecting it would also work without JS. This one, for example, truly works without JS https://benjaminaster.com/css-minecraft/ .
I'm assuming it's the render engine that is in pure CSS. You could display a static map in CSS but things like the tools to modify the terrain definitely need JS.
I wanted to check if your assumption is correct but I couldn’t find the source code.
Why do you think the renderer is pure css and not e.g. mostly css?
You might not need it using the new :has() and different inputs as modifiers. Though that's a lot of :has() and probably would kill performance.
GP linked an example of a similar project that allowed you to modify the terrain without any JS at all
I think what's intended is that the completed and downloaded solution doesn't require any javascript.
Build something then hit the Download Code button - that packaged HTML solution doesn't require any javascript to render locally.
Wow this really feels like roller coaster tycoon!!! (I can see lots of people refer to this to their favorite sim game though)
Great work!
I really miss these building games that used an isometric grid. RC Tycoon, Zoo Tycoon, Sim City, TTD, …
Yes, it's less realistic, but it is so pleasant to work with. Everything you build aligns perfectly and if you want, you can neatly fill the entire map.
In comparison, (even with many mods) my Cities Skylines or Planet Coaster creations never look quite right. Building the roads and paths is always awkward and frustrating.
(I've commented this before.)
Funny, my mind went to OpenTTD
Both Rollercoaster Tycoon and Transport Tycoon Deluxe (which lives on in openTTD) are by the same author, and use the same engine :-)
The biome button graphics are taken from the OpenTTD main menu.
I like it's also really 3d, while looking like older 2.5d games.
For me, "Briefing" from Ace Combat 2 played back in my head straight away.
https://youtu.be/5uPVGs7bq3s?t=8
Reminded me quite a bit of Populous[1] as well.
1. https://en.wikipedia.org/wiki/Populous_(video_game)
This is exactly what I thought of
Lots of javascript for a "css-only" tool. Looks like just the rendering is css-only.
You can open up your terrain in codepen with nothing but CSS/HTML, and it renders fine. It's just not interactive / draggable anymore.
So the JS is only being used, essentially, as a nice UI for configuring your terrain and the camera angle from which it's viewed.
This is still an incredible feat.
I guess it'd be more accurate to call it a "Generator for CSS-Only Terrain", as the generator itself is not CSS-only.
It's a "(CSS-only Terrain) Generator", not a "CSS-only (Terrain Generator)"
Not to mention of all of those pesky HTML tags and images, clearly not CSS-only, what a fraud.
"CSS-only" colloquially tends to mean HTML and CSS without Javascript, sometimes without images.
The tone of the parent comment suggests they were writing in jest and are aware that "CSS-only" includes HTML.
Yep. Can confirm this does not work with JS disabled. I'm disappointed by the misleading title.
is it a Generator for CSS-Only Terrain? or a CSS-Only Generator which creates Terrain?
We need PEMDAS for English.
Let's use sexpr?
actual meaning -> ((CSS-Only Terrain) Generator)
incorrect interpretation -> (CSS-Only (Terrain Generator))
This is incredible - looks like SimCity 2000.
Does it? All the tiles are usually a yellow brown aren’t they? 3000 has green land
The colouring is brown for SC2000, but the geometry is basically identical; I definitely got the same energy from it.
While close to SC2000, it's much closer to Transport Tycoon (OpenTTD).
https://www.openttd.org/screenshots
So funny - I thought the same as the first comment. But yeah memory is a funny thing.
https://kagi.com/proxy/sim-city-2000.png?c=zBh1SYcmKrHnLf7qc...
https://kagi.com/proxy/00001307.jpg?c=vxNARhwMwSpmnHAfYQrnRr...
Reminds me of Populous!
Very cool
Thank you! Populous and Transport Tycoon were two big inspirations for sure :)
Next step Populous in only CSS + JS
You nailed it. Well done!
I just came here to say the same thing. The raise and lower tools in particular reminded me of it.
For anyone who hasn't heard of it before: https://en.wikipedia.org/wiki/Populous_(video_game)
You guys have sent me down memory lane. Hopefully, I don't forget when I have free time to search, but hopefully I can find this to play in an emulator somewhere. This was the very first game I ever bought even though I didn't have an Amiga but had one that was very accessible.
edit: couldn't wait. did the search. it's very much available to play online. hello rabbit hole...
Just in case you never came across it, I think the second game is much better than the first one. Enjoy the nostalgia trip!
Do tell, I've been wanting to play Populous again for a few years...
dosbox top result in search
I've used a few terrain generators before but I think this one might be my favourite. Obviously the fact its a "CSS only" demo project restricts things a bit, but its got enough going for it regardless.
It actually comes at a really good time for me, I'm currently trying to make the transition from 2d game dev to 3d and things like this are really helpful.
Impressive, but there is a noticeable lag after modifying the terrain or moving the camera. Is there a way to know if the browser is using the GPU or CPU for rendering, and is there are way to see the milliseconds per frame?
It looks like a layout/style/composition issue with the browser engine.
In Safari I'm seeing 91% CPU time on paint, 6% on layout, 2% on styles. It looks like it's taking somewhere between 100-200ms on my machine to chunk through a state change each time.
> Is there a way to know if the browser is using the GPU or CPU for rendering, and is there are way to see the milliseconds per frame?
For Safari, you would go to the Web Inspector and navigate to the Timelines tab. Chrome has a similar thing.
Really cool, especially when I realised you could rotate the terrain and do some zooming as well.
It is giving Sega Genesis "Populous" vibes.
Really reminds me of openttd, especially the sandy border around the water
Looks really cool and runs great on my phone.
Seems like there's some kind of rendering bug in the corners sometimes causing the walls to intersect the grass
I got some rendering issues, but otherwise very cool !
https://i.imgur.com/qT6ozyh.png
Firefox 144.0.2, Windows
Thanks for the report! Are you using a dark mode extension by any chance? I’ve seen that happen with Dark Reader in Chrome.
Dark Reader mutilates the rendered output, but only certain tiles. No clear pattern as to what tiles get mangled. Peculiar.
1. what's a layou tit?
2. does it sometimes raise / lower by 2 units?
3. the "flatten" tool is missing.
This is super cool! Wonder how hard it would be to use with an RTS game.
Amazing job by an amazing developer!
Very cool! Do you think it’s possible to do lakes and waterfalls?
Definitely! I'm planning for more landscape features for next versions. I think rivers will be a great addition, and waterfalls/rapids sound really interesting too. In the end it's a matter of adding a few classes and designing some sprites.
Impressive work
Nice! Now do collision checks ;)
In CSS?
Yes.
This is really cool.
This thing is killing my CPU, what's the actual bottleneck here for CSS? Is it the number of elements visible and rendered at once? Is it the calculation engine backing CSS is super slow? Or just that most of the work is being done on the CPU it seems (on my machine, rotating around the map, my integrated GPU goes to 20% but CPU stays around 40-50%).
Can someone please reimplement something like Warcraft 2 on a mobile web device?
It would be a hit, I’m telling you. Even from 1995.
Some people are still playing it 30 years later, obsessively.
And myth ii by Bungie is a classic too
Stratagus has an android port at least ...
The controls would take some serious reworking to make it work on mobile - I could see adding a ‘pause’ feature to give you time to scrub your fingers all over the screen to issue all your unit and build orders, performant pinch to zoom would nearly negate the need for a mini map, lots of reworked GUI for building stuff and managing workers
Anyone made a real-time-strategy engine for tiled games on mobile?
looks sick! great job :)
Crazy that vibe coding can make things like this now! 2026 going to be crazy! There is no AI bubble