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Interactive miniature town where typed commands change the world

by Dom (@dominikmartn) · Sep 23, 2026

Prompt

The author shared the full prompt.

# Build an Interactive World Model Playground

Build a complete, working browser experience called **Small World**.

It is a beautifully rendered miniature town that people can change through natural language and direct interaction. The world responds through connected systems: pedestrians, traffic, weather, destinations, water, and lighting.

The central experience:

**Change one thing. Watch everything react.**

Act as the product designer, creative coder, simulation engineer, and art director. Make implementation decisions independently within the constraints below.

Implement the experience in the current environment. This is a request for functioning software, not a proposal, mockup, video, or implementation plan.

## 1. The creative premise

Imagine a meticulously designed architectural model that has come alive.

Tiny people have destinations. Cars travel between neighborhoods. A river passes through town. Bridges connect its banks. People visit the park and gather in the square.

Then the user types:

> “Start a festival in the park.”

A small stage and lights appear. People change destinations and begin converging on the park. Nearby paths become busier.

The user continues:

> “Now make it rain.”

Cloud shadows move across the town. Rain begins. Umbrellas appear. Festival visitors leave exposed areas and walk toward reachable shelters.

Then:

> “Close the north bridge.”

Barriers appear. Approaching vehicles stop and choose another route. Pedestrians change their paths. The longer crossing becomes busier.

**These are not separate visual effects. They are consequences unfolding inside the same persistent world.**

That connected behavior is the product.

The experience should be compelling as a silent screen recording, but remain genuinely interactive when someone uses it themselves.

## 2. Priorities and scope

Build one small, exceptionally polished world rather than a sprawling, incomplete city builder.

Prioritize, in this order:

1. A visually distinctive, living miniature.
2. Real, legible cause and effect.
3. Reliable language commands and direct interaction.
4. Smooth motion and immediate feedback.
5. A reproducible showcase sequence.

The required scope is one town and the six interventions described below.

Do not add accounts, multiplayer, a large procedural map generator, economic systems, extensive dashboards, or a general-purpose construction editor.

The town should feel like a carefully composed physical diorama, not a generic low-poly asset pack.

Create a compact landscape with:

- A river separating two neighborhoods.
- Two bridges, with visibly different alternative routes.
- Approximately 12–20 buildings with varied silhouettes.
- A park, a small market square, and a riverside parking lot.
Prompt by @dominikmartn, from their reply
Category
Apps & UI
On X
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