Planets, Impostor Cubes, and a Virtual Texturing System
From basic shader noise, to erosion-simulated terrain with river networks and biomes, to a GPU-side virtual texturing system that adds runtime detail on top.
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
From basic shader noise, to erosion-simulated terrain with river networks and biomes, to a GPU-side virtual texturing system that adds runtime detail on top.
Building a block-based, categorised container for cache-friendly transform hierarchy updates, and finding other uses for it.
Walking through the keymap editor to show how a schema, source-generated adapters, DomVariant, and a property grid come together with minimal manual code.
Editor features and engine capabilities