3D WORLD BUILDING · BUILT ON SOLANA

Walk into every building you generate. Everything inside is usable.

Build 3D districts, buildings
and interiors you can edit.

Start from a real address, a reference image or a written brief. One model keeps the streets, the floors and the rooms connected.

3D preview Manhattan sample world Open the 3D demo
Manhattan sample world built from a Perplace world model
Explore a Perplace world City
A generated 3D city district with streets, facades and buildings at different heights. Interactive preview

Start at street level.

Follow the blocks and the facades, then pick a building and step in.

Click a building in the demo to enter it

WHAT YOU CAN BUILD

From the district block
to the room inside.

Work across districts, buildings and rooms in one editable model. Set the character of a neighbourhood, develop a single building, or work through the details of one room.

A generated 3D district seen from above, with streets, sidewalks and detailed facades.
01

Districts

Shape streets, blocks and skyline. Start from a real area or invent a setting with its own density and architectural voice.

A single building cut open, showing floors, rooms, doors, windows and finishes.
02

Buildings

Work on facades, materials, roofs and entrances. Try directions while the building stays part of its surroundings.

A furnished interior with a kitchen, a bedroom, a study and a living area.
03

Interiors

Lay out floors, rooms and circulation. Bring in furniture and finishes that keep their identity.

BUILT TO BE INHABITED

A chair is somewhere to sit,
not a box in a room.

A chair belongs to a room. A door joins two spaces. Perplace keeps those relations next to the geometry, so your design tool, game or simulator can read them.

Click to enlarge

Armchair

Selected · editable
Placed
Living room · ground floor
Uses
sit, move
Articulation
rigid · movable, 18 kg
Collision
10 convex pieces · blocks walking
Material
wool seat, moss cushion, walnut frame
State
free · turned toward the sofa
Identity
living/armchair-2

Read from the world model. Each field is a fact an agent can query, or a change you can ask for. Ask for “sit on the armchair in the living room” and the place, the object and its use are already there.

ROOM VIEWER · LIVE

One room,
every object under contract.

Not a render: a real three.js room you can orbit. Click any object to read its record, and drive the door and the window — the control moves the same transform the record describes.

room path city/block-2/building-4/floor-2/living-room

Starting the room viewer…

Nine authored objects, each with an axis, a range and a current value wherever it moves. Open the full demo for the district around it.

YOUR WORKFLOW

Describe. Explore. Refine.

Steer the result from the overall setting down to the details your project actually cares about.

  1. 01

    Start with a place

    Choose an area, bring references or describe something new. Set the scale and what the place is for.

  2. 02

    Set the direction

    Define the architectural character, the building types and the rooms your project needs.

  3. 03

    Review the world

    Explore the result in 3D. Move from the street to the building to the rooms inside.

  4. 04

    Change the details

    Rework a facade, move a wall or swap a material. Work on the part you selected.

  5. 05

    Keep the connections

    Buildings, floors, rooms and objects stay part of one structured model.

  6. 06

    Take it to your project

    Bring the scene and its spatial data into your design, game or simulation.

SAME BUILDING, NEW DIRECTIONS

Keep the place.
Change the design.

Try a different facade, material or architectural character on the same building. Compare directions in context while the design moves.

The same six-bay building rendered in three finishes.

Kept: the massing, the six bays, the height and the water tank. Changed: brick, paired arched windows and stone sills.

Only the part you selected changes. Everything around it stays exactly as it is: the neighbouring buildings, the streets, the objects and the materials you did not touch.

BUILT FOR YOUR WORK

Different projects.
The same depth.

01

Architecture & urban design

Study urban contexts, building forms and spatial layouts. Compare directions from the block down to the floor plan.

02

Interior design

Develop rooms, circulation, materials and furnishing together, and review a space in the context of the building around it.

03

Games & NPC housing

Build homes, workplaces and streets for characters to inhabit. Connected rooms and usable objects give their routines somewhere to happen.

04

Simulation & research

Build spatial scenarios with named places, connected rooms and usable objects. Hand your agents a world they can navigate and interpret.

TAKE IT WITH YOU

More than a mesh.

Your project gets the visible world and the relations inside it. Buildings, rooms, doors and objects keep their identity past the render. Pick the format your pipeline already reads.

glTF / GLB

3D scenes

USD

Scene exchange

JSON

Structured world data

Simulation grids

Spatial environments

Opens in
  • Blender
  • Unreal Engine
  • Unity
  • Godot
  • Houdini
  • Omniverse
  • three.js

HOW IT IS BUILT

You direct the design.
Perplace builds the world.

Perplace pairs AI design, procedural construction and visual review. Your brief steers the result; geometry and spatial checks keep the parts connected.

01

Design

References and instructions set the architectural direction.

02

Build

Procedural tools construct the geometry and the spatial relations.

03

Review

Visual checks compare the result with the brief and send it back for another pass.

↶ Automated cycle: design → build → review → refine

Fix the parts that need attention while the rest of the design stays in view.

PRIVATE BETA

Small batches.
Real projects.

Bring a real project to the private beta. Every pilot starts from a defined place, a use case and the output your pipeline needs. Pilots are paid, priced per project, and the first clients keep founder terms.

01

What you get

A world built from your area, your references or your brief. The data model, the exports and the viewer — plus a direct line to the people building it.

02

How it works

Describe the place, what it is for and the tools you use. Projects are picked by fit, and scope and delivery are agreed before the pilot starts.

03

What we ask

A real use case, honest feedback and patience with rough edges. Projects that can be shown publicly are welcome, never required.

$PERPLACE

The token that funds the build.

$PERPLACE is planned as the project's own token on Solana, and the creator fees it earns go back into the work: compute for world generation, hosting, and the world-model research behind the scenes.

01

Creator fees in

The creator fee the token earns on every trade — nothing else has to be sold to keep the project running.

02

Out into the build

Generation compute, GPU time, hosting, and the documentation and tooling that make the world model usable.

03

One wallet, stated openly

No presale, no allocation to a fund. The wallet that receives the fees is the project's own, and its address is published here.

Contract address

Pre-launch. The address will be published on this page first — before anywhere else.

Coming soon

Until an address appears above, there is no $PERPLACE. Any contract posted elsewhere before this page shows one is not ours.

A token is a token. Nothing on this page is investment advice, creator fees are not a promise of returns, and using $PERPLACE is never required to use Perplace — the beta runs on the request form.

QUESTIONS

What people ask.

What can I build with Perplace?

Editable 3D districts, buildings and interiors. Start from an area, a reference image or a written brief, then develop the streets, the architecture and the rooms inside. A pilot can focus on a single room as easily as on a whole block.

Which tools can open the result?

Anything that reads glTF or USD: Blender, Unreal Engine, Unity, Godot, Houdini, Omniverse, three.js. The world model also ships as plain JSON your own code reads directly. Materials are named, so you map them to your own library.

Are the places real or invented?

Both. Start from a real area — streets, footprints and heights come from open data — or describe somewhere that does not exist. Interiors are always generated, so rooms and objects are never a copy of a real home or office.

Can I bring my own references?

Yes. An address or a bounding box, reference images, a written brief. Those references set the direction, and the visual review checks the result against them. You can then ask for local changes without rebuilding the rest.

Is Perplace only for games?

No. Design teams can study urban contexts, buildings and interiors; game teams can build environments; simulation teams can work with connected spaces and structured data. A pilot is scoped around your project and your pipeline.

How do I start a project?

Describe what you want to build and add references if you have them. Perplace is in private beta, so the form sends a request to the team. Fit, scope and delivery are agreed before a pilot begins.

Is there a token?

$PERPLACE is planned and not launched: there is no contract address yet and nothing to buy. When it launches, the address appears on this page first. The creator fees it earns are used to fund the project — generation compute, hosting and the world-model work.

Do I need $PERPLACE to use Perplace?

No, and that will not change. The token funds the build; it does not gate the product. Early access runs on the request form.

YOUR NEXT PROJECT

What place do you want to build?

A district for a game. A building to explore. A room to work through. Bring the place, the references and what you need to do with the result.

Private beta · every request is read and answered

Preview
Early access

Get early access

Describe what you want to build. Access opens in small batches and every request gets an answer.

Your email is only used to reply about early access. See the privacy policy.