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.
Development updates, technical deep-dives, and release notes.
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.
A block-based, categorised container for cache-friendly transform hierarchy updates, with uses beyond transforms.
The keymap editor shows how a schema, source-generated adapters, DomVariant, and a property grid work together with little manual code.
An introduction to Trident's Document Object Model, the shared data model used by every asset editor in the engine.
A brief introduction to Trident, a C# game engine built on Direct3D 12, Arch ECS, and Luau scripting.