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ThreeDream Solis Reach

Solis Reach is not a pre-rendered tour: 4,570 built pieces, 3,197 hillside homes, 71 heliostats, a three-ring armillary and 11 salt skiffs are generated and kept running in the page. The heightfield each skiff queries every frame is the one the mirror sea draws; both orbit and Unreal-spectator-style fly cameras can cross it freely.

Controlsdrag orbitwheel zoomWASD flyE Q up/downshift boostmouse look

Click to enter the mirror-salt city in-page, same-origin; drag to orbit and use the wheel to zoom, or switch to Fly and move with WASD. Pointer lock and fullscreen are allowed, and it opens full-page too.

Open full page

What is real in this city

01

The city is generated at runtime

The salt basin, terraces, 3,197 homes, 1,420 hillside trees, three solar rings, 71 aimed heliostats and 41 palms come from the page's own world builder; the sidebar and window.__solis report the same live construction counts.

02

Skiffs and sea share one heightfield

The 11 salt skiffs do not follow a fixed curve: every frame they query the ocean heightfield, while the mirror sea renders from the same surface data. The visible swell and each hull response come from one running system.

03

Camera and quality tiers are measurable

Orbit and Fly are two real camera paths; the WebGPU, WebGL2 and CPU tiers expose the active backend, sea grid, draw calls, triangle count and frame time in the page. Resolution also adapts to the frame budget instead of hiding the cost behind a loading animation.

The scene, sea and camera stats all come from the same ThreeDream build.

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