XR-ready publishing engine

A real book made from geometry and type.

Two-page reading, physical leaf turns, bounded long-book loading, and a renderer-independent root ready to place in x, y, and z.

Open the editor

The Atlas of Possible Rooms

Open the cover. The first spread is page one and page two, rendered as live text geometry on physical leaves.

Turn forward to see pages three and four. Each glyph bends with the paper instead of being flattened into a screenshot.


Depth is part of the contract

The entire book is a transformable Three.js group. A browser pointer, XR controller ray, or future hand ray uses the same local drag plane.

Paper, type, shadows, and vectors stay spatial from cover to cover.

Try the local demo action


A long-book engine

Only adjacent leaves are resident. Resolved page data is bounded independently from the publication size.


The fourth page

This final partner proves the reader keeps the 3/4 spread intact while odd-length publications receive a procedural blank.

The demo action is local; no checkout or payment runs.

Never a page screenshot

Text is SDF geometry, vectors are meshes, and images remain individual deformable elements.

Books can stay large

Four live leaves and a twelve-page CPU cache are independent of the publication’s total page count.

One spatial core

The host supplies a camera, renderer, animation loop, and any ray source—including future XR controllers.