OptionalbuildMilliseconds per frame spent building chunks on the main thread (when there are no workers).
Camera that drives the level of detail.
OptionalcastTerrain casts shadows.
OptionalcreateCreates a build worker (e.g. () => new TerrainWorker() with Vite's ?worker import of
threejs-biomes/worker). Without it, chunks build on the main thread within buildBudget.
OptionaljobsChunk jobs in flight per worker.
OptionalkeepFrames an unused chunk stays cached before it is freed.
OptionallodA chunk splits when the camera is closer than size × lodFactor (higher = more detail further out).
OptionalmaterialOptionalminChunks never get smaller than this, metres (0.5 lets an ant walk on centimetre-scale ground).
OptionaloriginFloating origin: the world position that sits at render-space (0, 0, 0). Keep it near the camera
(see FloatingOrigin) so float32 GPU precision holds from orbit down to ant scale.
OptionalreceiveTerrain receives shadows.
OptionalresolutionVertices per chunk side (e.g. 33 = 32 × 32 quads).
OptionalrootEdge length of a level-0 chunk on flat worlds, metres.
OptionalsceneOptional scene: the terrain adds itself and updates before each render.
OptionalskirtSkirt depth as a fraction of the chunk's edge length (hides cracks between LODs).
OptionalviewFlat worlds: terrain is drawn out to this distance from the camera, metres. Planets cull by the horizon.
OptionalworkersHow many workers to start when createWorker is given. Default: cores − 1, at most 4.
The world to render.
Options for WorldTerrain.create.