worldlabs
Generate photorealistic 3D worlds and environments with the World Labs Marble API — Gaussian Splat scenes from text prompts or reference images. Use when the user says "generate a 3D world", "create an environment", "make a 3D scene", or "use World Labs". Requires WLT_API_KEY environment variable.
By playableintelligence · 707 installs
npx skills add playableintelligence/game-creator --skill worldlabs
Source repository · Upstream listing
World Labs — 3D World/Environment Generation
Generate photorealistic 3D environments from text prompts or images using the World Labs Marble API. Outputs Gaussian Splat scenes (SPZ) rendered via SparkJS in Three.js, plus collider meshes (GLB) for physics.
When to Use
Environment/level generation — create entire 3D worlds (rooms, landscapes, buildings) from reference images or text
Complementary to Meshy AI — Meshy generates individual models/characters; World Labs generates the environments they exist in
Photorealistic scenes — Gaussian Splats produce photorealistic quality vs mesh based environments
Input Priority
Image first — always prefer image input over text:
1. Image mode (default) — if the user has a reference image, concept art, screenshot, or photo, use mode image . This produces the most faithful results because the AI can match the exact visual style, layout, lighting, and mood.
2. Text mode (fallback) — only use mode text when no reference image is available. The API auto expands short prompts into rich scene descriptions, but results are less predictable than image driven generation.
When the game creator pipeline runs, ask the user for a reference image first :
I can generate a photorealistic 3D environment for your game using World Labs.
Do you have a reference image (photo, concept art, screenshot) for the environment?
Yes → provide the file path or URL
No → I'll generate from a text description instead
Tech Stack
Component Technology
API World Labs Marble API ( https://api.worldlabs.ai/marble/v1 )
Auth WLT Api Key header
Output: Visual Gaussian Splat ( .spz ) — 100k, 500k, full resolution tiers
Output: Physics Collider mesh ( .glb ) — for collision detection
Output: Skybox Panorama image ( .jpg / .png )
Browser Renderer SparkJS 2.x ( @sparkjsdev/spark ) — SparkRenderer + SplatMesh , Three.js compatible
CLI Script scripts/worldlabs generate.mjs (zero dependencies)
Environment Variable
Before prompting the user, check if the key already exists:
test f .env && grep q '^WORLDLABS API KEY=.' .env && echo "found"
If found, export it with set a; . .env; set +a and skip the prompt.
If not set, ask the user:
I'll generate a photorealistic 3D environment with World Labs. You can get a free API key:
1. Sign up at https://platform.worldlabs.ai
2. Go to API Keys
3. Create a new key
Paste your key below like: WORLDLABS API KEY=your key here
(It will be saved to .env and redacted from this conversation automatically.)
Or type "skip" to use basic geometry instead.
CLI Script Usage
Output Files
Integration with Three.js Games
Tested & working — see examples/worldlabs arcade/ for a complete runnable demo.
Install SparkJS 2.0
Package : @sparkjsdev/spark — high performance Gaussian Splat renderer for Three.js. Pin to ^2.0.0 ; the 0.x line has a different API (no SparkRenderer ) and will not match the snippets below. Supports SPZ, PLY, SOGS, KSPLAT, SPLAT formats (auto detected by extension).
Three.js peer version : Spark 2.0 declares three@^0.180.0 as its peer dependency. Three treats every 0.x minor as potentially breaking, so three@^0.181 or newer triggers an ERESOLVE peer dep error on npm install . Pin three to ^0.180.0 in your project's package.json — this is what the threejs 3d template and the worldlabs arcade example both use.
No bundler? Use the CDN importmap instead of npm:
WebGLRenderer config : Create it with antialias: false . Spark's splat shader provides its own anti aliasing, and enabling MSAA on top wastes GPU for no visual gain:
Constants.js — World Configuration
WorldLoader.js — Load Gaussian Splat + Collider
Spark 2.0 introduces SparkRenderer — a scene level object that hooks into Three.js's render pipeline and controls splat quality, sorting, and LOD. You instantiate it once, add it to the scene, then add SplatMesh instances as normal Three.js objects. The WebGLRenderer's render() call handles everything transparently.
Game.js — Render Loop Integration
Once SparkRenderer is in the scene, splat rendering is transparent. SparkRenderer.autoUpdate defaults to true , so renderer.render(scene, camera) handles sort + draw for every SplatMesh in the scene — no extra .render() or .update() call needed. Use renderer.setAnimationLoop (Spark 2.0's recommended loop form; also WebXR compatible).
Resolution Tiers
Tier File Quality Use Case
100k {slug} 100k.spz Low Mobile, fast loading, previews
500k {slug} 500k.spz Medium Desktop games, good balance
full res {slug}.spz High High end, hero environments
Choose based on target platform. The collider mesh (GLB) is the same regardless of splat resolution.
Spark 2.0 Quality Tuning
The default SparkRenderer({ renderer }) looks good for most scenes. When it doesn't, these are the four knobs that actually move the needle — pass them in the SparkRenderer constructor:
Symptom Knob Direction
Close up splats look chunky / low res lodSplatScale Raise toward 2.0 (2× splats rendered)
Splats visibly pop in/out at distance lodRenderScale Raise toward 2.0 to keep distant splats larger on screen
Black bars or tearing when camera rotates sortRadial Keep true (default). Set false only if you need strict Z depth for compositing.
Low end GPU / mobile perf is poor lodSplatScale + maxPixelRadius Drop lodSplatScale to 0.5 , maxPixelRadius to 256
IBL from the splat scene — Spark 2.0 adds spark.renderEnvMap({ scene, worldCenter }) which renders the splat scene into a THREE.Texture usable as scene.environment or MeshStandardMaterial.envMap . This is the proper way to make Meshy characters catch the lighting of the World Labs environment they stand in. See the SparkRenderer docs for full options.
Pipeline: World Labs + Meshy AI
For a complete 3D game, combine both:
1. World Labs → Generate the environment (room, landscape, arena)
2. Meshy AI → Generate characters and props (player, enemies, items)
3. Integrate → Characters walk on World Labs collider mesh, rendered inside the Gaussian Splat scene
Reference Implementation
See examples/worldlabs arcade/ — a complete, tested demo with:
World Labs Gaussian Splat environment (retro arcade)
Animated Soldier character (walk/run/idle)
OrbitControls third person camera
Collider mesh ground raycasting
Panorama skybox
Troubleshooting
Scene appears upside down (Y flip)
Cause: World Labs SPZ files use Y inverted coordinates compared to Three.js convention.
Fix: Apply rotation.x = Math.PI to both the splat mesh and collider mesh. Then adjust position.z to compensate: position.z += (minZ + maxZ) . Do NOT use scale.y = 1 on a parent group — SparkJS breaks with negative parent scale.
Raycast hits ceiling instead of floor
Cause: After Y flip, the coordinate system is inverted. Downward raycasts hit what was originally the floor (now the ceiling in flipped space).
Fix: Raycast UPWARD from Y= 50 with direction (0, 1, 0) to hit the visual floor first. The floor is the lowest surface after the flip.
Collider mesh raycasts return no hits
Cause: The collider mesh's world matrix hasn't been updated after setting rotation/position, especially before the first render frame.
Fix: Call colliderMesh.updateMatrixWorld(true) immediately after setting rotation and position, before any raycast operations.
Scene appears doubled / world inside a world
Cause: Using the World Labs panorama as scene.background shows the same environment as a giant sphere surrounding the 3D scene.
Fix: Don't use the panorama as scene background. Use a solid color ( scene.background = new THREE.Color(0x87CEEB) ) or a custom skybox instead.
Generation times out or takes too long
Cause: World Labs generation typically takes 3 8 minutes. Complex scenes or high server load can extend this.
Fix: Poll the operation status endpoint every 10 15 seconds. Check progress.status for "IN PROGRESS" vs "COMPLETE" . If stuck beyond 15 minutes, create a new generation request — don't retry the same operation.
Splat file loads but nothing renders (black scene)
Cause: In Spark 2.0 the SparkRenderer is what actually draws splats. Adding a SplatMesh to the scene without a SparkRenderer also in the scene produces no output.
Fix: Instantiate new SparkRenderer({ renderer }) and scene.add(spark) before any SplatMesh is added. One SparkRenderer per scene is enough.
Wrong Spark API / methods don't exist
Cause: Installed 0.x instead of 2.x. The 0.x line predates SparkRenderer , LOD, and sortRadial .
Fix: Pin to 2.0 or later: npm install @sparkjsdev/spark@^2.0.0 . Check node modules/@sparkjsdev/spark/package.json to confirm.
Splat pops in/out as camera moves
Cause: The LOD system is swapping tiers. Fine for large worlds, distracting in small ones.
Fix: Raise lodRenderScale to keep distant splats visually larger, or set enableLod: false for scenes small enough to render at full detail everywhere.
Characters look unlit / don't match the splat environment
Cause: Meshy (or other GLB) characters use MeshStandardMaterial with no environment map, so they render flat against a photorealistic splat backdrop.
Fix: Use spark.renderEnvMap({ scene, worldCenter }) to bake the splat scene into a THREE.Texture and assign it: scene.environment = envMap . Or assign per material via spark.recurseSetEnvMap(character, envMap) .
Media upload fails with 404
Cause: Using the wrong endpoint for media upload preparation.
Fix: Use POST /media assets:prepare upload (NOT /media assets ). This returns a signed URL for PUT upload. The colon syntax is intentional — it's a custom action on the resource.
API returns 401 Unauthorized
Cause: Using the wrong authentication header format.
Fix: Use WLT Api Key: <your key header, NOT Authorization: Bearer <your key . The World Labs API uses a custom header format.
Checklist
[ ] WORLDLABS API KEY environment variable is set
[ ] Ask user for reference image first (image to world is preferred)
[ ] Run scripts/worldlabs generate.mjs to generate world (~3 8 min)
[ ] SPZ + collider GLB + panorama downloaded to public/assets/worlds/
[ ] @sparkjsdev/spark@^2.0.0 installed (not 0.x — different API)
[ ] WebGLRenderer created with antialias: false
[ ] WorldLoader.js created in src/level/ (SparkRenderer + SplatMesh + GLTFLoader)
[ ] SparkRenderer instantiated and added to the scene before any SplatMesh
[ ] await splat.initialized used before treating the splat as loaded
[ ] Constants.js updated with WORLD config (splatPath, colliderPath, panoPath)
[ ] Game.js calls loadWorld() in init, uses getGroundHeight() for player Y
[ ] Single renderer.render(scene, camera) handles both splats and meshes — no extra pass
[ ] Physics uses invisible collider mesh for ground/wall raycasting
[ ] Test: character walks on collider surface, splat renders around them
[ ] Performance: use 500k SPZ for desktop, 100k for mobile; tune lodSplatScale if needed