SYQEL.dev

What a world can do

A world is one module: a Three.js scene class and a small metadata block. It runs inside the SYQEL engine — the engine listens to the music, keeps the palette, owns the renderer; your world builds the place and decides how it moves. The full machine-readable contract lives at /agents.md; this page is the human tour.

Your scene hears the music — properly

Every frame, your world receives the engine's analysis, already calibrated:

Real Three.js, with the heavy lifting done

Full scene graph, standard materials, instancing, procedural canvas textures, GLB models and HDR environments served from SYQEL's CDN. Bloom, ambient occlusion, and a cinematic grade are one-line opt-ins — the engine runs the passes. Palette comes from the host (palColor), so your world automatically wears every SYQEL color scheme.

Built for TVs from the first line

Staged builds let a TV take frames while your world constructs, so transitions never freeze. Detail scaling (scaleCount) keeps particle counts honest on small GPUs. The budgets aren't bureaucracy — they're the measured difference between 57 fps and 25 fps in someone's living room.

The deal: worlds render, nothing else

No network, no storage, no dynamic code, no DOM beyond a canvas for procedural textures. That constraint is what makes a marketplace of third-party worlds safe enough to run on every SYQEL screen — and it's enforced by machines, not promises.