01
Renderer
An HDR pipeline built by hand, not assembled from examples. Cascaded
shadow maps with texel snapping and contact hardening, a depth and
velocity prepass, ground-truth ambient occlusion, temporal
anti-aliasing with variance clipping, motion blur, a Karis bloom
pyramid, GPU metering and an AgX composite.
02
Materials
A texture forge that runs on the GPU. Nineteen surfaces — concrete,
brick, plaster, asphalt, sand, rusted and painted and brushed metal,
wood, fabric, glass — with periodic noise so everything tiles,
height-derived normals, parallax occlusion and curvature-driven edge
wear.
03
Physics
No library. A binned-SAH bounding volume hierarchy, a swept-capsule
character controller with a five-plane crease stack, impulse rigid
bodies with continuous collision, position-based ragdolls and
multi-layer bullet penetration.
04
Audio
Synthesised through the Web Audio API with no sound files at all.
Layered weapon fire, convolution reverb, HRTF spatialisation and
occlusion.
05
Sky
Atmospheric scattering with a time of day, environment maps generated
at runtime, volumetric fog and light shafts.
06
Agents
Skinned soldiers with navmesh pathing, perception, cover behaviour and
ragdoll deaths — the meshes and their textures generated like
everything else.