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.
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.
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.
Audio
Synthesised through the Web Audio API with no sound files at all.
Layered weapon fire, convolution reverb, HRTF spatialisation and
occlusion.
Sky
Atmospheric scattering with a time of day, environment maps generated
at runtime, volumetric fog and light shafts.
Agents
Skinned soldiers with navmesh pathing, perception, cover behaviour and
ragdoll deaths — the meshes and their textures generated like
everything else.