Deferred shading with physically-based materials. Multi-pass lighting with screen-space reflections and ambient occlusion baked into the pipeline core.
Entity-component architecture with hierarchical transforms. Spatial indexing via bounding volume hierarchies enables sub-millisecond culling on complex scenes.
Node-based shader graph with hot reload. Write GLSL fragments or compose visually -- the compiler optimizes both paths to identical bytecode.
Streaming asset loader with automatic LOD generation. Textures, meshes, and audio are processed offline and delivered as GPU-ready binary blobs.
Continuous collision detection with speculative contacts. Rigid body, soft body, and cloth simulation unified under a single constraint solver.
pipeline.bind(framebuffer);
scene.traverse(node => {
if (node.visible && frustum.contains(node)) {
renderer.draw(node.mesh, node.material);
}
});
pipeline.resolve();
uniform mat4 uModelView;
uniform mat4 uProjection;
varying vec3 vNormal;
void main() {
vNormal = normalize(normalMatrix * aNormal);
gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
}
world.step(deltaTime);
for (const body of world.bodies) {
body.integrate(gravity, damping);
collider.detect(body, broadphase);
solver.resolve(contacts);
}
for (const system of systems) {
const entities = world.query(system.components);
system.execute(entities, deltaTime);
}
eventBus.flush();