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.
Development updates, technical deep-dives, and release notes.
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.
A first look at Trident's Document Object Model, the data backbone behind every asset editor in the engine.
A brief introduction to Trident, a C# game engine built on Direct3D 12, Arch ECS, and Luau scripting.