Examples
Every demo, agent-created.
Each world below is built through the same typed, permissioned skills an LLM agent drives — terrain, water, materials, rigged characters, physics, and live agents, composed from outside. Real frames captured from the running demos; the command under each card reproduces it.

A textured island in three skill calls
world.generateRegion (procedural-PBR auto-surface) + world.addWater + world.populateBiome — eroded terrain, depth-shaded water, biome-gated scatter, atmospheric horizon. No hand-authored geometry.
./target/release/limina --window js/src/demos/default_world_window.ts
The Relic Hunt — a complete game, agent-authored
A whole playable game from the limina skills alone: a generated island, a rigged player + quest-giver, three relics to gather, a branching dialogue, a scorched-ground hazard, and win/lose state — terrain, navmesh, characters, quest and triggers all authored through typed skills. Exported once, it replays live in your browser.
./target/release/limina --window js/src/demos/capstone_window.ts
A rigged, animated player
A skinned glTF character with idle / walk / run clips, driven across a generated world by the native character controller. Walk to the orb to win.
./target/release/limina --window js/src/demos/playable_game_window.ts
Procedural PBR materials, zero downloads
Ten named materials — stone, rock, wood, metal, grass… — as triplanar noise + detail-normal surfaces on spheres and boxes. Swappable for imported texture packs.
./target/release/limina --window js/src/demos/materials_showcase_window.ts
Placed assets on a generated coast
A content-addressed cottage + scattered palms on a procedurally generated beach, with a depth-aware sea. asset.place / asset.scatter over world.generateRegion.
./target/release/limina --window js/src/demos/cottage_beach_window.ts
Every biome from one seed
Beach, mountains, forest, desert, plains, hills, islands — all the same seed, one knob: the terrain type. The deterministic generator does the rest.
./target/release/limina --window js/src/demos/terrain_types_window.ts
Native Rapier physics
A cue break racks of balls coming to rest on the cloth — native Rapier physics → ECS → Three.js, on the fixed-timestep loop.
./target/release/limina --window js/src/demos/billiards.ts
200 agents, native perception
Two hundred numeral-people mingling through the real perception → decision → action pipeline, every action traced — with a live agent-ops HUD.
./target/release/limina --window js/src/demos/numbers_party.tsFrames are offscreen-RenderTarget readbacks from the windowed demos — the engine's real output, not mockups. The full set lives in js/src/demos/.