I'm curious how you build something like this. I see file types in the network tab which, as a web dev, I've never worked with before. ktx2 and drc extensions, for example. I'm also seeing some wasm and threejs. Is there an engine that outputs these things or is it more of a manual process to bring everything together?
Having done some non-trivial things with threejs, I'd guess it's basically like this: 3JS is the rendering engine (taking advantage of WebGL); game logic is in Javascript; ktx2 is an OpenGL container holding the world data and other meshes; from looking at the filenames, WASM bits are used for loading the ktx2 data (draco_decoder.wasm). ogg files are for sound. The multiple worker files imply that the app is using web workers to run the WASM performantly to load the world.
ktx is Khronos Texture a format for storing compressed textures (=image data) so that they can be uploaded to GPU memory without decompressing step inbetween
drc is Draco Compression, it's a library from Google to compress mesh data
KTX can just store compressed GPU textures as-is, but in this case they're using the Basis Universal codec which is a bit more involved. Basis stores textures in a super-compressed form, which is decompressed at runtime to produce a less compressed (but still compressed!) format that the GPU can work with. The advantage is that it's smaller over the wire and one source file can decompress to several different GPU formats depending on what the users hardware supports.