From Source to Runtime: Asset Cooking in Trident
How Trident turns editor-facing source files into validated runtime payloads, tracks incremental builds, and feeds hot reload.
A custom game engine and editor built from the ground up to support 'Pax'. Follow along as I develop, iterate, and share my progress.
Updates from development
How Trident turns editor-facing source files into validated runtime payloads, tracks incremental builds, and feeds hot reload.
How Trident cooks assets, tracks resource lifetimes, moves loading work across threads, and keeps dependencies alive.
Basic shader noise gave way to erosion-simulated terrain with river networks and biomes, plus GPU-side virtual texturing for runtime detail.
Editor features and engine capabilities