There is no tile server here. tinySQL, compiled to WebAssembly, holds one tiles table (zoom_level, tile_column, tile_row, tile_data) and every tile the map draws is the result of one query, run in this tab:
The world itself is generated art (value noise, not real geography) — see cmd/mbtilesdemo. What's real is the pipeline: this tileset was written to a spec-compliant .mbtiles file with ExportMBTiles, then read back with ImportMBTiles — the same functions documented in the README.
Click anywhere on the map. This runs TILE_ZXY, TILE_QUADKEY and TILE_BBOX for that point at the current zoom and outlines the tile they land on. Right-click for more options.
Place your own named markers with a real INSERT INTO custom_markers; right-click one to DELETE it. A small foundation for building something game-like on top of this map.
Sculpt the generated terrain with a real terrain_edits table — each brush stroke is one INSERT; tiles re-query and re-composite it live as you pan and zoom.
A settlements table sits alongside tiles — one row per marker, geometry stored as the same GeoJSON GEO_POINT shape. Clicking the map finds the nearest settlement with GEO_DISTANCE; clicking two markers runs this query to measure the great-circle distance, bearing and midpoint between them:
Run the new geometry functions against the mapshaper_shapes layer. The dashed gray outline is the source; teal is the SQL result.