From Source to Runtime: Asset Cooking in Trident
Converting source assets into runtime payloads, with dependency tracking and incremental builds.
Notes on building Trident.
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.
Replacing hierarchy-wide sorts with depth-grouped clusters for transform updates.
One schema, generated adapters and a shared property grid produce a working keymap editor in seven files.
An introduction to Trident's Document Object Model, the shared data model used by every asset editor in the engine.
Trident is a C# game engine built on Direct3D 12, Arch ECS, and Luau scripting.