From Source to Runtime: Asset Cooking in Trident
Converting source assets into runtime payloads, with dependency tracking and incremental builds.
Trident is the engine and editor I'm building for Pax. I write here about its development.
Converting source assets into runtime payloads, with dependency tracking and incremental builds.
Typed asset references, dependency lifetimes and hot reload in Trident.
Erosion simulation replaced shader noise for planet terrain; virtual texturing supplies the detail up close.