senfiaj 16 hours ago

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/ .

  • arbll 16 hours ago

    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.

    • thih9 13 hours ago

      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?

      • embedding-shape 13 hours ago

        The top right button has a "Download code" which gives you a .zip file. That .zip file doesn't have any JS in it, and renders the terrain just like in the online editor, except you can turn off JS and it still works.

        Edit: someone else wrote basically the same an hour ago: https://news.ycombinator.com/item?id=45814791

        • thih9 12 hours ago

          Looks like it’s a “(css-only terrain) generator” - a generator that lets the user create and download a css only terrain.

          As opposed to a “css-only (terrain generator)” - a terrain creation studio built with css only.

    • psygn89 15 hours ago

      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.

    • nightpool 15 hours ago

      GP linked an example of a similar project that allowed you to modify the terrain without any JS at all

  • decimaldesign 14 hours ago

    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.

    • senfiaj 13 hours ago

      Yeah, it worked, it seems to be a static rendered html with no interactivity though.

forthwall 17 hours ago

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!

  • yreg 15 hours ago

    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.)

    • qingcharles 4 hours ago

      As someone who wrote one of those 2D-ish isometric games in the 90s, it was hell. All the problems with trying to render the tiles properly and figure out what tile the user was clicking on when some tiles are semi-transparent etc. The artists need medals though for creating amazing levels with tiny palettes of pieces to work from.

      We made it especially hard on ourselves by having 3D characters interact with the 2D tiles:

      https://www.youtube.com/watch?v=9UOYps_3eM0

      I absolutely adore the look of isometric, though.

    • accrual 13 hours ago

      Starcraft and The Sims 1 as well! Games that would let one rotate the isometric view once blew my mind, it was like going from 2D to 3D.

  • andruc 17 hours ago

    Funny, my mind went to OpenTTD

    • mig39 17 hours ago

      Both Rollercoaster Tycoon and Transport Tycoon Deluxe (which lives on in openTTD) are by the same author, and use the same engine :-)

      • lawlessone 12 hours ago

        Chris Sawyer, he made them with a tiny magnet that he used to write the games directly to a hard drive.

        • brendoelfrendo 9 hours ago

          I once heard he tickled a butterfly in Brazil to cause a cloud in the UK that diverted a cosmic ray onto his hard drive in the exact right spot to flip the required bit.

    • hulium 15 hours ago

      The biome button graphics are taken from the OpenTTD main menu.

  • lawlessone 13 hours ago

    I like it's also really 3d, while looking like older 2.5d games.

  • worldai 16 hours ago

    This is exactly what I thought of

cmiller1 17 hours ago

Lots of javascript for a "css-only" tool. Looks like just the rendering is css-only.

  • jonahx 16 hours ago

    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.

  • bogwog 17 hours ago

    I guess it'd be more accurate to call it a "Generator for CSS-Only Terrain", as the generator itself is not CSS-only.

  • embedding-shape 17 hours ago

    Not to mention of all of those pesky HTML tags and images, clearly not CSS-only, what a fraud.

    • cmiller1 17 hours ago

      "CSS-only" colloquially tends to mean HTML and CSS without Javascript, sometimes without images.

      • DonaldPShimoda 17 hours ago

        The tone of the parent comment suggests they were writing in jest and are aware that "CSS-only" includes HTML.

  • MarsIronPI 17 hours ago

    Yep. Can confirm this does not work with JS disabled. I'm disappointed by the misleading title.

    • shermantanktop 17 hours ago

      is it a Generator for CSS-Only Terrain? or a CSS-Only Generator which creates Terrain?

      We need PEMDAS for English.

      • Elfener 16 hours ago

        Let's use sexpr?

        actual meaning -> ((CSS-Only Terrain) Generator)

        incorrect interpretation -> (CSS-Only (Terrain Generator))

        • shermantanktop 12 hours ago

          maybe RPN?

          actual meaning -> CSS-Only Terrain + Generator +

          incorrect interpretation -> CSS-Only + Terrain Generator +

          Really we may need BNF here

julius-fx 17 hours ago

This is incredible - looks like SimCity 2000.

mpeg 18 hours ago

Reminds me of Populous!

Very cool

  • rofko 17 hours ago

    Thank you! Populous and Transport Tycoon were two big inspirations for sure :)

    • drcursor 17 hours ago

      Next step Populous in only CSS + JS

    • chubs 12 hours ago

      Also reminded me a lot of simcity 2000. Congrats, it's very neat!

    • johnh-hn 17 hours ago

      You nailed it. Well done!

  • johnh-hn 18 hours ago

    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)

    • dylan604 17 hours ago

      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...

      • johnh-hn 17 hours ago

        Just in case you never came across it, I think the second game is much better than the first one. Enjoy the nostalgia trip!

      • linsomniac 16 hours ago

        Do tell, I've been wanting to play Populous again for a few years...

        • dylan604 16 hours ago

          dosbox top result in search

bodge5000 16 hours ago

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.

paulbjensen 17 hours ago

Really cool, especially when I realised you could rotate the terrain and do some zooming as well.

em3rgent0rdr 16 hours ago

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?

  • bob1029 16 hours ago

    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.

RugnirViking 18 hours ago

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

w4yai 17 hours ago

I got some rendering issues, but otherwise very cool !

https://i.imgur.com/qT6ozyh.png

Firefox 144.0.2, Windows

  • rofko 17 hours ago

    Thanks for the report! Are you using a dark mode extension by any chance? I’ve seen that happen with Dark Reader in Chrome.

throwaway2037 16 hours ago

It is giving Sega Genesis "Populous" vibes.

ryukoposting 17 hours ago

Dark Reader mutilates the rendered output, but only certain tiles. No clear pattern as to what tiles get mangled. Peculiar.

docmars 3 hours ago

The next obvious step will be SimCity 2000 completely implemented using web tech. One can hope!

stefs 17 hours ago

1. what's a layou tit?

2. does it sometimes raise / lower by 2 units?

3. the "flatten" tool is missing.

hersko 17 hours ago

This is super cool! Wonder how hard it would be to use with an RTS game.

nefarious_ends 16 hours ago

Very cool! Do you think it’s possible to do lakes and waterfalls?

  • rofko 16 hours ago

    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.

worldai 16 hours ago

Impressive work

ModernMech 17 hours ago

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%).

  • kachapopopow an hour ago

    it's effectively a cpu 'renderer' with gpu painter

EGreg 17 hours ago

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

  • o11c 13 hours ago

    Stratagus has an android port at least ...

  • mock-possum 17 hours ago

    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

    • EGreg 16 hours ago

      Anyone made a real-time-strategy engine for tiled games on mobile?

jimmydin7 18 hours ago

looks sick! great job :)

OldGreenYodaGPT 17 hours ago

Crazy that vibe coding can make things like this now! 2026 going to be crazy! There is no AI bubble