LAND · ROOM · MAKER / UNRELEASED

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Arthis

An app for Android and iOS for modelling a room and publishing it to the wall. It is not finished and not downloadable yet — the buttons below have nothing behind them. You can already build a room in any tool that exports glTF; what the format needs is below.

StatusNot released

/ Explore the components /

Live 3D Components

/ Component · 01 / 3D Asset

Use interactive 3D controls — buttons, arrows and sliders — to transform the bed.

/ Component · 02 / Avatar

Build your own pixel-style avatar. Swap hair, faces, bodies and accessories in a click.

/ Component · 03 / HexaBuilder

Snap hexagonal tiles together to design 3D worlds. Click, place, share.

/ Component · 04 / App Preview

A preview of the Arthis app.

What a room actually is

A room on the wall is not a project, a scene file or an account. It is a folder with two things in it: a glTF binary — one .glb — and a thumbnail. Optionally a small room.json carrying a display name, an accent colour, a year and a one-line tagline. That is the entire format.

The folder's name becomes the room's address. Drop a folder called workshop into the rooms directory and the build produces /city/workshop, places it on the wall, and links it from the city. Nothing is registered anywhere else: the build scans the folders and writes the registry that both the wall and the viewer read, so a room that exists on disk exists on the wall, and one that does not cannot be linked to by accident.

The two constraints that matter

Size. The rooms shipped so far run between 2.3 MB and 3.4 MB each. That is a deliberate ceiling, not a coincidence — a room is downloaded on top of a WebGL runtime that is already tens of megabytes, and on mobile data every megabyte past that is somebody deciding not to wait. Textures are almost always where the weight is; the guide on getting a room under 3 MB goes through channel packing, resolution budgets by role, and why Draco compression is not the free win it looks like.

Scale. The trailing number in the .glb filename decides which brick on the wall the room lands on. A file named 2x5.glb takes the 450-pixel brick, because a brick is 90 pixels per size unit. Get that number wrong and the room still loads, but it sits in a slot that does not match its shape.

You do not have to wait for the Room Maker

The Land Room Maker is a convenience, not a requirement. Anything that exports glTF will do — Blender, and most of the rest. If you have already modelled something and want it on the wall, export it, name it for the brick size you want, and send it over; rooms are added by hand at the moment, which is slower than a pipeline and considerably more honest than pretending there is one.

If you would rather read about the machinery before touching it: what it costs to serve a shared WebGL viewer, why this site uses one instead of Three.js, and how the same model becomes a printable paper build.