WorldLoop — Procedural CAD for Building Worlds
WorldLoop started from a simple idea: procedural generation becomes much more useful when the result is not just something you can look at, but something you can still understand, modify and build on.
It is a browser-based procedural CAD system for generating buildings and environments, currently connected directly to Roblox Studio through a plugin.
Instead of generating a static mesh or an image of a building, WorldLoop creates structured geometry from parameters. You define the world from the browser, send it to Studio, and the same system reconstructs the architecture there as usable 3D geometry.
How it works
The browser acts as the control surface.
You choose the building type, dimensions, architectural theme and structural parameters. WorldLoop then generates the building procedurally and sends the description to the Roblox Studio plugin, where the geometry is rebuilt.
The system is deterministic and rule-based rather than dependent on an AI model to invent the final geometry.
This matters because doors remain doors, windows remain openings, roofs follow the underlying structure, stairs connect actual floors, and the generated result can continue to participate in gameplay or further procedural processing.
What it can generate
WorldLoop currently includes multiple families of architecture, from compact houses to larger villas, towers, palazzi and castles.
The system includes:
- multiple roof and window configurations
- adaptive balconies and architectural details
- multi-floor buildings and multiple entrances
- towers with internal circulation
- patios and upper-level solariums
- several architectural themes
- procedural decorations
- a Bricks mode that decomposes structures into smaller building elements
- export tooling for workflows outside Roblox
- WorldLoop MCP lets a trusted local agent inspect your current build, use the CAD catalog and validation report, then return edits to the Console.
One of the more unusual parts is Terrain CAD.
The same architectural structure can be converted into voxel-style terrain while preserving important spatial features such as openings and passages. Instead of treating terrain as a completely separate generator, WorldLoop tries to preserve the logic of the original architecture while translating it into another representation.
That is the direction I am most interested in: one structural description, multiple physical representations.
Where it is going
WorldLoop is still growing.
The long-term goal is not simply to generate more predefined houses. I want the system to become a much broader procedural construction layer, with a large vocabulary of buildings that remain structurally editable and can be reused across different 3D pipelines.
Roblox is currently the main execution environment, but the architecture is being designed with a more general 3D workflow in mind.
You can try the project here:
https://worldloop.io/app
I am especially interested in feedback from people working with procedural generation, CAD, Roblox tooling, level generation, 3D pipelines or unusual uses of generated environments.
If you experiment with it, break it, or have an idea for something the system should be able to construct, I would be very interested to hear about it.