CRASHRHINOCEROS
WORLD BUILDING · PURE JAVASCRIPT · THREE GENERATIONS

RhinoBuilder

I needed believable worlds for a game and discovered I was terrible at drawing them. So instead of getting better at drawing maps, I started building software that could generate them for me.

That idea became RhinoBuilder — and over the years, it became three very different generations of the same basic obsession.

RhinoBuilder progression from text maps to generated worlds
THEN · NOW · NEXT

Same problem. Better answers.

RhinoBuilder started as an experiment in getting a browser to make a world I didn’t have to draw by hand. Each version pushed the same idea farther: more believable geography, more control, and a better way to turn procedural generation into something usable.

GENERATION ONE · ORIGINAL

RhinoBuilder 1

RhinoBuilder 1

The proof of concept. Crude, old-school and important for one reason: it proved that the browser could generate the world instead of making me draw it.

Open RhinoBuilder 1 →
GENERATION TWO · MATURE VERSION

RhinoBuilder 2

RhinoBuilder 2

The idea became a real tool, with a much better interface and substantially more sophisticated procedural world logic.

Open RhinoBuilder 2 →
GENERATION THREE · IN DEVELOPMENT

RhinoBuilder 3

RhinoBuilder 3

The current rebuild. Larger worlds, expanded climate and desert systems, rivers, lava and burn zones, improved polar terrain, and a world editor that is still evolving.

Open RhinoBuilder 3 →
CURRENTLY IN DEVELOPMENT

RhinoBuilder 3 is the next pass.

It isn’t a museum-piece rewrite of the old versions. It is the same idea being pushed forward again: keep what was interesting, fix what was limiting, and see how much stranger and more capable the world generator can become.