Built on the shoulders of better code.
WePayUncheeze is glue around a small constellation of open-source projects. Each one is honored under its license. If your work is here and isn't credited properly, tell me and I'll fix it.
Engine
Three.js
WebGL rendering, scene graph, camera, lights. The 3D engine that makes everything visible. threejs.org
simplex-noise
Perlin/Simplex noise generator used for procedural terrain heightmaps and biome blending.
Chunk + voxel system
Custom chunked-world implementation: greedy meshing, frustum culling, async terrain generation.
Workbox
Service-worker toolkit. Powers the offline shell and PWA install. developers.google.com/web/tools/workbox
UI & HUD
Liquid Glass language
HUD, settings sheet, and landing surface follow Apple's Liquid Glass design language (WWDC 2025). SF Pro stack, hairline borders, blur-backed translucency.
SF Pro Display / Text
Typography served via -apple-system stack. Falls back to system fonts everywhere else.
Pixel UI textures
The original Minecraft-style button/slot/tab textures (/textures/gui/) were retained for the legacy inventory grid as a fallback when liquid-glass mode is off.
Kanagawa palette
Color tokens borrowed from the Kanagawa Vim theme for the dark-mode in-game palette.
Assets
- Block textures — custom 16×16 pixel-art set in
/textures/blocks/. Drawn in-house, not derived. - Sounds — currently none. Audio pipeline reserved for a future pass.
- Hero render —
/assets/img/hero-voxel.pngrendered in-engine and exported.
Infrastructure
- Hosting — self-hosted on a k3s cluster, Apache front, Cloudflare proxy.
- Network bar — cross-site widget from tinyblue.dev. Just a status pill, no analytics.
Inspiration
The block-placement loop is the obvious one. Minecraft by Mojang is the genre-defining game and the reason any of this exists. WePayUncheeze is a tiny browser-only sandbox, not a clone, not affiliated.
The procedural-terrain approach is also lifted in spirit from Minetest, Vintage Story, and a half-dozen WebGL voxel demos that have been circulating since the late 2010s.
Thanks
To everyone who's ever shipped an open-source 3D engine, browser API, or pixel-art tutorial. This was assembled in spare time, against a deadline of "before I get bored." It works because of you.