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GitHub - greggman/sedon: a node based 3d asset creation app
greggman65 · 2026-06-02 · via Show HN

Procedural 3D content generator built around a node graph. (super alpha)

(sedon = nodes spelled backward - need a better name!)

Currently you can save as a URL up to the maximum URL size. Or you can download a file and then pick load to re-read it. If you make something cool please post a link. This is alpha software those so expect that the file format will change and old links might stop working.

Note: No idea how far I'll take this. The entire point was I wanted to see big content from small data since IMO that's one of the biggest reasons 3D isn't bigger on the web. for example, the forest above is 9k gzipped. I don't know if this is a solution but I thought it might be fun to try to generate a close to AAA 3D web demo of a forest, jungle, dessert, city.

That was inspired by talks like this one on Battlefield and of course things like this city generator and forest generator. The blender ones aren't designed for real time graphics but I thought it would be interesting to see what it would take to do real-time.

Vibe Coding

This is vibe coded. Yes, I supervise and question implementation choices but I've written near zero lines of code in this repo. I'm making no claims about code quality. I know there are bugs though I'm pretty positive most of them are similar to bugs I'd have and have to work through.

I know it's only going to get better but I'm blown away. When I say it's vibe coded I mean it! Other than React and ReactFlow there are basically no libraries. And honestly I don't really know what ReactFlow brings to the table because it's not actually doing node layout. It seems to only be providing the connectors and zoom/pan across a canvas. All the actual data flow etc, is entire written by Claude.

Further, every shader, every effect, and every graph has been created by Claude so far. I've tweaked a few numbers or colors but Claude built all the sample graphs, all the compute and render pipelines, etc... I worked with Claude to add caching and tests so that ideally data is generated once and kept around. I worked with claude to add the preview, camera controls, fly controls, undo/redo, command patterns, filters, all the previews, etc. It's incredible honestly.

I'd say, up to this point, ~4 weeks in, about 50% of the time has been spent on UI issues (adding menus, adding a command palette, adding multiple views, pop-out windows, adding previews in nodes, fixing related caching bugs) and 50% in the actual "core" nodes, rendering.

It's been crazy, I ask for bloom, it writes it. I ask for Rayleigh scattering, it writes it. I ask for height-map erosion, water, reflections, refraction, whatever, it writes it. No frameworks, no existing 3d engine, ask for it and generally, a few minutes later it's working.

Some things I had to help it with. I had it add WebGPU labels at one point so it could figure out which WebGPU resources were related to WebGPU errors. I had it write puppeteer tests when it was having trouble finding bugs without actual WebGPU. A few times it had trouble finding a bug and I'd suggest making a smaller test case and using that to track it down. I also suggested it make a Mock WebGPU api for testing non WebGPU related flow.

undo/redo/scripting

I asked for undo/redo. It added a command pattern, which we discussed when asking for the feature. The idea, which is common, was to have a command pattern for undo/redo but that would eventually enable scripting.

Later I got tired of manually writing out the steps for making bug repos so I asked it to make it possible to save and replay the commands and it did. It was instantly useful being able to record my steps, then try to play them back. If they repo the issue then just give claude the repo. (add: allow-macros=1 to the URL).

Preview

I asked it to make a preview (the main renderer) and it just it. Of course we added things over time like

rayleigh scattering

bloom

frustum based grass rendering with fade out

water with ripples and shorelines

and terrain rendering with render time LODing tesselation. (you can turn on debugging for that with debugTerrainLOD=1. example)

multiple previews

Also, and not sure this is a good solution, but at some point some nodes output multiple things and it seemed important to be able to see all of them. I suspect this doesn't scale but we added it

Node previews

When we started, nodes didn't have previews. I'm not sure if having previews is good (easier to understand) or bad (clutter for big flowcharts). But in any case, we've added more and more of them as I ran into situations where I thought it would help.

Windowing

I asked it about a windowing system like VSCode (split windows, drag by tabs). I think it recommended 3 libraries (or maybe that was Gemini). I thought one would be better to Claude thought a different one would be better which pushed me to look a little deeper. I did and was ok with it's choice.

I also asked for pop-out windows to work as a 3D editor like this needs lots of screen space and if you have multiple monitors you really want to be able to open multiple windows. Moments later this feature was working.

Picking

The camera controls on the preview leave a lot to be desired. It's effectively an orbit camera and like many orbit cameras, you can only really orbit around and dolly to/from its center point. You can hold shift and drag to move perpendicular to the camera's view.

Like most editors, the idea is you're focusing on one item. As you zoom in, shift+drag moves in smaller units because you're closer to the object. Maybe that works great but it wasn't working for me because there was no way to easily select a new place to focus on.

So, I asked for picking. We discussed how to implement it and a few minutes later it was working, including outlines.

One complication is I wanted to be able to select trees in the forest but the trees are not individual objects, they're instanced. Anyway, it wired it up and at least at one level of indirection it's working.

point-lists

At some point it made a spline node and had practically hard coded 3 vertices as its only input. Later, I asked it what to do about it, could we had a point-list node that provided the points and way to edit them. I asked if it would be possible to edit in the preview, It seems arguably impossible as there's a long way between where the points are used and how they end up reflected in the preview. It told me other editors have a custom editor for this purpose so we went that route. A few iterations later and we had a custom node editor for that

curve-2d

Next up we needed more than point lists, we needed splines. It pushed back a little saying we could do it later but I felt like doing it later would cause more issues. Again, a few iterations later we had a curve editor

for-each-xxx (for-each-point, for-each-edge, for-each-face, ...)

This one I'm not sure what other apps do here. Claude wrote something with hard coded names and it actually seemed kind of messy. We worked through it with me suggesting that a for-each-xxx node have an editable internal graph where the user could connect iteration inputs from the for-each-xxx to whatever they wanted. In other words, first you make a subgraph and define its inputs and outputs. Then you make a for-each-xxx node and you drag a subgraph into it. Finally you edit the for-each-xxx's internal graph to connect the iteration and inputs into the subgraph that will be called. This gives you a chance to add some graph code to modify the inputs on the way to calling your subgraph.

It remains to be seen if it was the right decision.

Docs

At some point I asked Claude to generate docs for each node. I specifically asked it to store the info for the docs in the definition of the node itself. My hope was, being there would make the AI aware of what's needed when adding new nodes as the existed nodes and the typescript defs point it out.

Further, I asked it to generate live previews for each node. It works! You can edit, to some degree, live in the docs. I think not every editing feature works but it's enough to play a little with the example in the docs and I can ask Claude to add whatever is missing.

This also helped find bugs or missing features. If the docs don't work or aren't useful then figure out what's need to make them so.

Cut/Copy/Paste

At one point I asked for cut/copy/paste. At the time, Claude pushed back and said it was a big feature with lots of design decisions. It wasn't important then. Later, I wanted to be able to copy a generated tree into the forest, which at the time had simple trees made of a cylinder with a cone or sphere on top.

We worked though the issues and it mostly seems to work as expected though I don't have extensive personal usage testing yet.

Here's an image where I loaded the demo tree & bush scene, copied two of the trees. Then loaded the forest scene, pasted in the trees and wired them to the instancing nodes

I haven't made this the default because it needs LODing, culling, and more work to lower the poly count of the tree, merge leaves, etc... But, it points at the direct we were going.

Mock WebGPU

At one point I asked it to Mock WebGPU so it could run much of the code in node. I only bring that up as you might find something similarly useful for your own stuff

Puppeteer

Of course Puppeteer has been useful. We avoid it for a while but eventually I got tired of hand testing and told Claude, "You could test this yourself with puppeteer" and it was like "Yea, good idea!" 😂

Showing it screenshots

It's also crazy how much it perceives screenshots. Working to get bevel correct I ran into two issues. One, after bevel the preview no longer displayed. We tried a lots of stuff and Claude went off the rails quite a bit trying to find the issue. We had a simple graph cube->bevel->scene-entity->preview that wasn't working. It tried to compare it to other scenes. I pointed out connecting cube directly to scene-entity worked so the issue was not elsewhere. Anyway, we try a bunch of different things. Eventually I asked Claude to export the data after bevel to a json file so I could inspect it. Without prompting it helpfully wrote both a .json file and .obj file, making it suitable for loading into blender.

There it became clear, regardless of the display bug, the algo it had made wasn't quite working.

We decided to fix that first but it's new algo was both still off and still not displaying. I tried to explain with text diagrams. Finally I give it this screenshot saying we wanted what's on the left, but what we had now was what was on the right.

It claimed to see it immediately (incredible!) and described the difference correctly and how it needed to fix it.

This wasn't the only case were I gave it screenshots. I expected screenshots to work for widgets in UIs. I did not expect it to work for graphics in general.

Failure

One thing we both failed at was an algorithm for auto-layout. There's one in there now View->Cleanup but it does a horrible job. It's possible it just implemented sugiyama wrong.

Future

I honestly don't know. I see this as an experiment in Vibe Coding in Spring 2026 and I expect I've hit my limit. The was done in my spare time in less than a month. I didn't multi-task the AI. But, even with all of this working, it feels 10% of the way to being actually usable and I don't plan to spend another 9 months to get there.

I don't really have any plans to make this into a real app for users. That would be a ton of work. It would probably require having a server with users. It would require backward compatibility so users creations kept working. Further, I have no idea how many users would find it useful. It's not like you can use the results anywhere. Maybe we could ask Claude to make it three.js based. But, even then, designing worlds with nodes feels niche. A few technical artist might be into it but it probably does not have a large audience.

There's also a long list of features it would need to be useful. LODing being a big one. Maybe normal baking, building a complex object like a metal panel with rivets from geometry and turning that into a texture with normal maps or parallax maps. Apps like Blender and Houdini are not generally concerned with real time rendering.

Rather, I most hope it's inspiration. One for what's possible in 2026 with vibe coding. Another is just how good it is. Just ask for it and it writes it. It's not always correct on the first try but if you're good at describing what's wrong and finding ways to give it data and ways to repo issue you can get there. Also,that there's a lot of unexplored space for 3D on the web.

License: MIT