CHLOENGINE_ 60 FPS
Y: 0.00
RENDER PIPELINE

Deferred shading with physically-based materials. Multi-pass lighting with screen-space reflections and ambient occlusion baked into the pipeline core.

SCENE GRAPH

Entity-component architecture with hierarchical transforms. Spatial indexing via bounding volume hierarchies enables sub-millisecond culling on complex scenes.

SHADER SYSTEM

Node-based shader graph with hot reload. Write GLSL fragments or compose visually -- the compiler optimizes both paths to identical bytecode.

ASSET PIPELINE

Streaming asset loader with automatic LOD generation. Textures, meshes, and audio are processed offline and delivered as GPU-ready binary blobs.

PHYSICS ENGINE

Continuous collision detection with speculative contacts. Rigid body, soft body, and cloth simulation unified under a single constraint solver.

BUILD WORLDS
FROM PRIMITIVES
EVERY PIXEL
IS COMPUTED
REAL-TIME
IS THE ONLY TIME
GEOMETRY IN.
BEAUTY OUT.
// renderer.core
pipeline.bind(framebuffer);
scene.traverse(node => {
  if (node.visible && frustum.contains(node)) {
    renderer.draw(node.mesh, node.material);
  }
});
pipeline.resolve();
// shader.compile
uniform mat4 uModelView;
uniform mat4 uProjection;
varying vec3 vNormal;

void main() {
  vNormal = normalize(normalMatrix * aNormal);
  gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
}
// physics.step
world.step(deltaTime);
for (const body of world.bodies) {
  body.integrate(gravity, damping);
  collider.detect(body, broadphase);
  solver.resolve(contacts);
}
// ecs.update
for (const system of systems) {
  const entities = world.query(system.components);
  system.execute(entities, deltaTime);
}
eventBus.flush();
Chloe Engine v2.0.0-alpha