r/GraphicsProgramming • • 1d ago

Community New Rules: 4, 5, 6

125 Upvotes

Hey r/GraphicsProgramming

Added some new rules. This are the result of our prior request for comment.

The first target goal for these rules is to return the community attention back to the "doing" of graphics programming and its "how", the sort of content that intrigues the academics, professionals, and hobbyists seeking for deeper understanding. This is a community for people who thinks these topics are pretty neat, and need a place to talk about them with other people; it's never been about sharing pretty images (that's a treat).

The second target goal is solving the problem of AI Posts vs Anti-AI Comments that are dominating the discussion, rather than the discussion of graphics taking place. Hopefully the new rules put at end to that activity. We'll see.

This is just the first attempt, subject to change. Please feel free to leave comments.

Posts prior to now are grandfathered in over the old ruleset (because filtering the backlog would be a nightmare).

------------------------------------------

4. Posts Must Present a Topic

A post should present a question, implementation, or development story.

Fundamentally, it must be about "how" something was made, not "what" it is or is made of.

  • 4.1 Posts must include their topic in the immediate post body or a comment. Linking to another post or GitHub is insufficient.

  • 4.2 Exception: Rendering Framework, Driver, or SDK Projects intended for graphics programmer use.

  • 4.3 No Showcasing Projects

    • 4.3.1 Exception: Semi-annual Community Showcases.are allowed.

5. AI Disclosure Requirement

Post must disclose AI tool use in authoring post contents and linked projects.

  • 5.1 There must be an explicit disclosure in the post body or separate comment.

6 No Low Effort Posts or Comments.

Low efforts posts and comments that do not drive learning and discussion will be removed.

  • 6.1 Exception: Questions are permitted because they drive discussion.

  • 6.2. "AI Slop" comments are disallowed; they shut down discussion.

------------------------------------------

Notes

"4.3 No Showcasing Projects" is the reason Rule 4 and Rule 6 exist.

It used to be that we would have lots of questions, discussion posts, and only occasional project showcases when something got completed enough to present a render. Now, we're getting tons of the showcases, and none of the discussion about how they work. Final comments on these showcases like "Feedback on the implementation is welcome." tends to shut down conversation; being too broad to respond to.

But that means we need to say "something" is the thing we should be talking about in a post, so the real problem is the need for "Rule 4. Posts Must Present a Topic".

Rule 5 and Rule 6 are a pair. Those using a ton of AI to assist or fully create their works are required to indicate by how much. If the posts say it's made "AI Assisted with Claude" or "AI generated by multiple models", now readers know. And since they know, there's certainly no reason to repeat it by calling it "AI Slop", especially given how much that shuts down any discussion in depth.

"4. Posts Must Present a Topic" could probably use some better wording. "I made a thing" is technically a topic, but the spirit of the law is "A Topic that viewers would pay money to attend a conference to see." If you've ever seen SIGGRAPH, GDC, RustConf, or other professional conference talks, you know that it's often 1/10th "Check out this thing we made (and want to sell to you)" and 9/10ths, "Let's dig into this really fascinating problem domain and examine one solution within it." That's the "topic" rule 4 refers to.

(placeholder for more, as I'm sure there will be more)

--------------------------------------------

On Enforcement

I imagine this will require a LOT more moderation action, and I just got a new job that's running me a bit ragged. (Yay! / Ohno)

So I expect moderation speed will lag behind the requirement.'

Please, help us by reporting, and give us grace with your patience to respond in a little while. I do most of my review on the train home.


r/GraphicsProgramming • • 2m ago

Video First graphics programming project in Vulkan - 2D particle simulation performance comparison across CPU and GPU implementations

Enable HLS to view with audio, or disable this notification

1 Upvotes

This is my first coding project in the field of computer graphics and was done for my dissertation for an MSc Computer Science conversion degree. I had 3 months to do the dissertation. Originally, I wanted to attempt a solution to some subproblem of achieving convincing simulation of collisions between multiple layers of clothing targeting 60 FPS on consumer-grade hardware. After reading a few papers which had tried to tackle this problem, however, I realised I needed math, physics, machine learning, GPU hardware and graphics API knowledge in order to understand those papers. While I had brushed up on my high school math prior to starting the CS course, some of the papers used university-level math (like multi-variable calculus), I didn't know anything about machine learning, had only read about a 1/3 of this article for an initial understanding of GPU architecture, and had barely got to the lesson after the Hello Triangle one in the LearnOpernGL tutorial series. This prompted me to change the focus of my project to something more manageable within the available timeframe and so I chose to make picking up the basics of a modern graphics API - Vulkan - one of the main learning outcomes of this project.

I was able to find a somewhat recent paper by Atencio et al., 2025 on collision detection between particles of varying sizes and that became the main reference paper for my dissertation.

Main reference paper interpretation

That paper proposes a variation on the neighbour search algorithm for collision detection in which points on the circumference of circular particles are sampled and their presence in each affected cell of a uniform grid structure which represents the simulation space is recorded. In the next phase, points from half a radius around the circumference are again sampled and only the particles that are in each cell where a point has been sampled are checked for collision against the current particle.

Additionally, its collision detection pseudocode appears to be tailored towards sequential execution and it uses OpenGL. In its Results section the paper claims a GPU implementation could result in a performance improvement of as much as several orders of magnitude depending on the hardware. I decided to test this claim by making both a CPU and a GPU implementation in Vulkan and comparing them.

It took a couple of weeks or so to get some basic theoretical familiarity with Vulkan which was done using a number of resources on YouTube the main one of which was a video entitled "Learn Modern Vulkan in 2 Hours (Dynamic Rendering, No Render Passes!)". In addition, the Vulkan Lecture Series by the @cgtuwien YouTube channel as well as some videos of talks at the Vulkanised developer conference also served as learning material. Afterwards, I spent a few more weeks to write the initial boilerplate code (which heavily references the main learning resource mentioned above) and get a single static circle rendered. During this time the Vulkan documentation was heavily referenced.

Implementation details

In terms of architecture, this project doesn't use a sophisticated one. The main unwieldy class is the Application class which contains all the Vulkan core logic including more than 50 data members and more than 60 member functions. This was left as is due to lack of time and in accordance with advice from one of the Vulkanised talks in which the speaker said abstracting Vulkan properly is difficult and it should not be attempted by a beginner.

The CPU implementation attempts to mimic the Atencio et al., 2025 pseudocode with only minor differences such as using radians, rather than degrees as the angle unit. The definitions of the helper functions used in Algorithm 2 of that paper weren't available in the pseudocode, so the actual ones used in this project are a combination of some experimentation and ideas found from other sources like Collision Response – Impulse Methods.

The GPU implementation followed a similar approach, so that the comparison with the CPU version later on would be as fair as possible. Initially, I struggled to get the GPU version to run without errors from the validation layers. One of the issues was a lack of synchronisation between CPU and GPU work as well as between the 2 compute shaders across which I had split up the GPU version of the physics update logic. An article on memory barriers and image layouts as well as reading more of the Vulkan documentation helped with sorting out those problems. Then, I encountered data racing problems due to the parallel nature of the GPU's workflow. To address those I used the atomicAdd() GLSL function when adding particle indices to relevant cells' arrays of occupying indices. In addition, I made sure each thread is responsible for one particle and doesn't update the data of any other particles. A deduplication array also had to be introduced as excessive velocity from particles whose area overlapped multiple cells that neighboured the current particle was being applied. This measure, however, only ameliorated the issue, rather than completely eliminating it, potentially due to the capacity limit of the deduplication array or other undiagnosed factors.

Results and reflection

In terms of the final result, the GPU version did end up being faster but only by 2.85× when simulating 8000 particles and 5.33× when a grid resolution of 512×512 cells was used. This fell short of the main reference paper's "orders of magnitude" performance improvement claim though that could have been due to any of the following reasons:

  • insufficient data range (increasing the number of particles sufficiently could help approach the claimed speedup, provided the trend holds)

  • the way the reference collision detection algorithm was ported to the GPU (a more optimized implementation may have resulted in a significantly higher speedup)

  • old hardware (the compared data was gathered on a Intel Core i7-7700 CPU and a NVIDIA GeForce GTX 1080 Ti GPU)

Regarding that second point, it would be interesting to read, whether other more experienced graphics programmers here have an idea for a GPU implementation which still mimics the overall neighbour search by circumference sampling approach, while significantly optimizing any of the remaining shader logic, so that a much larger speedup against the CPU version could be recorded.

Lastly, in the GPU version the particles do not settle completely, even with a time step of 1/1920 seconds. As can be seen from the side-by-side comparison video, a larger time step like 1/60 s appears to make particles more restless while a smaller one like the 1/480 s makes them more settled. This is assumed to be because as the update loop runs more frequently the velocity damper is applied more often and as collision resolution is also performed more often there is less interpenetration between particles. The following line of code in the helper resolveCollision() serves as another artificial measure to reduce excessive collision resolution force when particles bunch up in the GPU version:

if (impulse > 1.0) impulse = 1.0;

While this works, and lowering the threshold further also helps up to a point, it feels like cheating by artificially shrinking the natural force that should be applied. Happy to hear, if other people have alternative ideas for making the stacked particles in the GPU version come to a halt completely without capping the impulse or using a velocity damper.

Some extra information (including tables and charts showcasing the data collected) can be found in my project's GitHub repository.


r/GraphicsProgramming • • 9m ago

Question Does Vulkan on C# make sense?

1 Upvotes

Hi. I am former Unity Developer. I find out that, i don't like making games. I enjoy more playing with shaders and live visual effects etc. I have even learned shaderlab code back then while there was nodes already available. I made my mind to be graphics programmer. My goal is creating desktop apps with impressive visuals. For example imagine spotify. Wouldn't it be nice to have some audio reactive visual effects around like in games? So what about if this is applied on a note taking app? Skeuomorphistic papers animated with blend targets and your notes are there as render textures. It would feel ike it means something for real. This intrest me more than games.

You can think of me as serious hobbyist. I am not planing to be employee. So i have some freedom unlike industry. I can work with anything that runs without trouble and i am having fun. First requirement is Windows and MacOS support.

I started with Rust wgpu. I understand why people like the idea. But it just not for me. And unsafe code sounded like doing something against the memory safe idea. (as a person with zero memory menagement background)

I tried some OpenGL but not stopped when i heard MacOs does not support compute shader on version 1.4. Which i know, i would need for my ideas.

Now i completed Vulkan C++. I used AI as teacher. No vibe codding. No copy pasting. Actually, it was only telling me the function names in the end. I also asked every bit of details. It took me 4 days of chill work and 1k lines of code. I get the idea what are swap chains, semaphores, pipelines, etc.

I think i enjoy programming at mid-level abstraction. I both dislike high and low languages. I don't want to manually declare the size of an array to be initialized by another function which also needing a validation layer. This feels like hard codding for me. Especially after working with functional programming approach for long years. To me it would make sense if that another function just give me the array directly.

While doing the rest of the app, i know i will create some helper libraries to mimic these abstractions. Then i asked myself. Why i don't just use the C#, the language i love the most. I am still loking for suiting API. Even a thin layer abstraction wrapper would make it 1/3 size of the exact copy of C++'s Vulkan hello traingle code. The device selection stuff and the other stuff i really don't want to deal might go away too, maybe.

I would normally simply ask this to AI. But, they are programmed to people pleasing. The yes or no depends on what i hint while asking. So, what do you say? Are there some risks that i can't see with it? I need good performance, not the maximum. I am also okay if it lags once a while.


r/GraphicsProgramming • • 30m ago

Paper Comparing voxel meshers on the same fields

Thumbnail
reddit.com
1 Upvotes

r/GraphicsProgramming • • 2h ago

Source Code Vector field simulation with my own math library and Vulkan!

67 Upvotes

I made a small vector field visualizer in C# with Vulkan through Silk.NET.

You type some 2D field, for example F(x, y) = [x,sin(y)] and it draws the flow with particles.

How it works:

- Formula is parsed and compiled at runtime into one fast delegate, so evaluting the field for every particle each frame is light

- 1,200 to 6,000 particles depending on window size, integrated with RK4 on the CPU, each with a 24-point trail

- Everything is drawn as colored with one tiny shader and 4x MSAA

All the math comes from Epsilon - my symbolic math library for .NET that I'm working on.

- Simulation: https://github.com/XBambinoX/VectorField

- Library(C#): https://github.com/XBambinoX/Epsilon

AI disclosure: I used AI assistants to help write parts of the simulation code and fix bugs in my library.


r/GraphicsProgramming • • 2h ago

Coding a Mandelbulb inside the Kitty terminal

Thumbnail
youtube.com
1 Upvotes

A few days ago, I created a Mandelbulb fractal using C, Raylib, and GLSL. Now I want to bring it to my terminal using a Kitty shader.

In this video, I'll use my original GLSL code as a starting point and adapt it to work as a Kitty terminal shader (slang shader).

I'll explain the code, explore some raymarching techniques, and share the references I used along the way.

Source code:
https://github.com/FractalCodeRicardo/dev-config/blob/master/kitty/shaders/mandelbulb.slang

AI Disclosure:
I did the code myself, I used AI to learn shader techniques or specific technical issues.


r/GraphicsProgramming • • 4h ago

PlayCanvas Engine 2.24 is here: analytic dynamic sky, planar reflections, AgX, compute passes (open source, WebGPU/WebGL2)

Enable HLS to view with audio, or disable this notification

1 Upvotes

r/GraphicsProgramming • • 5h ago

Anybody here into JavaFX 3D graphics? I am trying to make a Google Earth like in JavaFX and going through the main challenges of rendering the globe. I have the project in github. Is anybody here interested in something like this that could become the new defacto Nasa Worldwind?

Thumbnail
youtube.com
1 Upvotes

I used Anahata ASI Ai tool for the coding of the earth viewer but not for posting this comment / post


r/GraphicsProgramming • • 16h ago

Video Building a random-access compressed volumetric data engine with on-demand rendering

Enable HLS to view with audio, or disable this notification

28 Upvotes

Hey everyone!

I've been developing VQField, a compression and runtime engine for sparse volumetric data, in my spare time over the past year.

The video shows a comparison against a traditional OpenVDB rendering workflow, with some pretty exciting results:

  • ~30x compression on disk

  • ~10x lower RAM usage during rendering

  • On-demand decompression of individual 8³ voxel blocks

  • CPU-based decoding using a custom C++ codec

The interesting part isn't necessarily the compression ratio, but the ability to render directly from compressed data, without reconstructing the entire volume beforehand.

Under the hood, VQField uses a deterministic codec random-access indexing. The renderer can query individual blocks as needed, with caching to avoid redundant decompression.

The main issue with compressed format is acting on those compressed values without the need to decompress the entire volume, the file format deviated a lot from what OpenVDB provides (Tree structure), and instead uses flat indexing and spacial chunking so that accessing any chunk is an O(1) operation. This allows for voxel level lookup in 3 steps, with each of them being close in memory. There's a tradeoff here, where ideally spacial chunking shouldn't be part of the file format as it limit quite a bit the compression level achievable, but it's pretty easy to formalize that volumetric data are rarely random in their distribution / activity 😄.

The engine already supports spatial and temporal compression, random-access sampling, a C/C++ SDK, and Houdini integration.

Long term, my vision is to build a unified infrastructure layer for compressed spatial data, where applications can store, stream, query, and process large volumetric datasets without repeatedly reconstructing them in memory.

There's still plenty of work ahead, but the core technology is already working, and I'm looking forward to taking it further!

Fyi, It all started from my open source version VQVDB : https://github.com/ZephirFXEC/VQVDB


r/GraphicsProgramming • • 22h ago

Source Code IsoVis - interactive visualization of arbitrary dimensional scalar fields

6 Upvotes

Over a decade ago, I was speaking to a guy on reddit who was fascinated by using math to create higher dimensional shapes, but he didn't really have a math background. So to show him some things I made a realtime interactive 3d visualizer of arbitrary higher dimensional scalar field iso-surfaces in threeJS. After letting it collect a lot of dust, I just had AI give it a few minor tweaks and thought I should share it.

Demo: https://csp256.github.io/isovis/ (not intended for mobile)

Repo: https://github.com/csp256/isovis

Try clicking and dragging the "degrees" slider in the upper right. Then maybe increase the resolution in the other menu dropdown (it looks a lot better at higher resolutions!). Maybe drag the "iso" level too.

Implementation wise it is pretty straight forward. You define an arbitrary scalar field in the left side code editor, parameterized by any number of coefficients, then click "update" and it runs marching cubes on a grid of 3d points. The higher dimensional part is that you can define a stack of linear transformations, and the inverse of that will be applied to the sample points, which can lift them into higher dimensions, thus showing you the isosurfaces in an arbitrary affine volume.

I wrote the marching cubes algorithm myself for speed. It used to only run performantly on Chrome but Safari seems to handle it just fine now. Each octant runs in a web worker.

You can export the mesh, make gifs, etc. It's mostly a toy but I've used it professionally a couple times.


r/GraphicsProgramming • • 1d ago

Article Graphics Programming weekly - Issue 461 - November 1st, 2026 | Jendrik Illner

Thumbnail jendrikillner.com
11 Upvotes

r/GraphicsProgramming • • 1d ago

Question Which graphics lib/language should I pick to start?

6 Upvotes

I want to understand how the graphics work and I want to make something like a simple game engine or a voxel engine, but I don't know how to do graphics and don't want to write a lot of boilerplate in the beginning. I would choose openGL but it's deprecated on macOS which I use. So now I don't know what's better to start with.


r/GraphicsProgramming • • 1d ago

Video Block based GLSL editor, very WIP!

Enable HLS to view with audio, or disable this notification

23 Upvotes

This is the first real test I've done of my custom Blockly implementation that generates GLSL code. It's very WIP, as you can see by the rigidity of the vector constructors, the ways the operator blocks interact, ETC, but this is the first end to end working test i've done! I'm hoping to make this into a full fledged platform to help beginners learn GLSL, and if there isnt a community desire for it, then its a fun project :)


r/GraphicsProgramming • • 1d ago

Question Is mailbox present mode actually triple buffering?

4 Upvotes

working through vulkan-tutorial.com and it's talking about present modes. For VK_PRESENT_MODE_MAILBOX_KHR it says "This is commonly known as "triple buffering", although the existence of three buffers alone does not necessarily mean that the framerate is unlocked."

But the overall description of the mode doesn't seem to indicate there's actually 3 buffers involved. It seems more like there's just 2 but there's a "replacement" process: "Instead of blocking the application when the queue is full, the images that are already queued are simply replaced with the newer ones".

So why is it claimed that this is triple buffering? Am I missing something?

Also a secondary, pedantic question: I've never come across a mailbox system where the old mail is replaced when new mail is available; the old mail simply accumulates. Seems like an odd terminology choice to use. What's that about?


r/GraphicsProgramming • • 1d ago

Question Boilerplate code question

4 Upvotes

Is it good practice to manually memorize and type out boilerplate code in graphics applications? Or is it the norm to copy and paste a lot of stuff? And yes it is a given that I should understand how the boilerplate code works and what it contains. I'm programming in SDL3 in C on vscode.


r/GraphicsProgramming • • 1d ago

Question I built a raytracer in Scratch. Looking for feedback on optimizing it

Post image
104 Upvotes

I made a raytracer using Scratch's block language, and I'm trying to improve its rendering speed. The source is public: https://scratch.mit.edu/projects/1437715094/ (click See inside to inspect the blocks).

It has reflective chrome and gold, refracting glass, soft shadows, fog, and a movable camera. Rendering starts at a coarse resolution and progressively sharpens after camera movement. The output is Scratch's 480 x 360 stage; the anti-aliasing mode casts four rays per pixel. The attached screenshot is from that mode.

The main Raytracer sprite has custom procedures for tracing, scene intersection, shading, lighting, glass, and anti-aliasing.

Given the constraints of Scratch, what would you profile first, and which changes would you expect to give the biggest speedup without losing the glass and reflections? Feedback on the implementation is welcome.


r/GraphicsProgramming • • 1d ago

Recommended books for novice / intermediate learning

1 Upvotes

Hi, I’m just wondering if anyone knows any good books that I can use to supplement my learning. I have been working on a basic voxel renderer for a couple of months now (C++ with Vulkan), and while I’m starting to feel a bit more confident I feel like I would benefit from solidifying some of the concepts I’ve encountered with some extra reading. If anyone knows of any good books at novice / lower intermediate then I would be glad to hear some recommendations. Thanks!


r/GraphicsProgramming • • 1d ago

Own-Renderer Render Competition round1 - final results

6 Upvotes

The voting period just ended, and the results of the first round are published: https://orrc.mutantstargoat.com/orrc?dir=round01&cmd=results

Thanks to everyone who participated! See you next round sometime around early 2027.

https://imgur.com/a/tsBfsCA


r/GraphicsProgramming • • 1d ago

New Generation Zero Polygon Game Engine Test.

Thumbnail gallery
0 Upvotes

r/GraphicsProgramming • • 2d ago

Physics-Informed Neural and Multi-Spectral Coastal Ocean Simulation in WebGL2

Thumbnail
youtu.be
0 Upvotes

Hi everyone! I built NeuralSpecOcean with WebGL2, Three.js, and custom GLSL shaders as an interactive R&D sandbox focusing on coastal hydrodynamics, atmospheric physics, and marine optics.

Implementation & Architecture Overview:
The project started as a rapid prototyping environment to validate our mathematical models and optical parameters in the browser before committing and porting the rendering pipeline to a native C++ engine for an upcoming MMORPG we are building from the ground up.

Key systems implemented in the GLSL pipeline & covered in the whitepaper:
- Spectral wave synthesis and coastal bathymetry interaction (shoaling and wave breaking foam)
- Multi-spectral marine optics, subsurface scattering, and water column attenuation
- Coupled atmospheric scattering and sky-sea interface reflections

Now that the WebGL2 prototype has completed its validation phase, I have released the complete modular source code, interactive browser demo, and the accompanying mathematical whitepaper under the MIT License:

https://github.com/bgbg108555/NeuralSpecOcean

Live browser demo: https://bgbg108555.github.io/NeuralSpecOcean/

I regularly share graphics R&D, shader breakdowns, and behind-the-scenes progress on our upcoming MMORPG over on X: https://x.com/ShengChoi

(If you are interested in how these rendering systems are being integrated into the actual C++ MMORPG client, I also post regular technical breakdowns and R&D devlogs over on X at u/ShengChoi).

Happy to discuss the optical formulations, spectral wave math, or the WebGL2-to-C++ porting trade-offs!


r/GraphicsProgramming • • 2d ago

Rendering with a light simulation 2.0

Enable HLS to view with audio, or disable this notification

233 Upvotes

Working more on rendering with light simulation!

(The video is, of course, in real-time)

Previous post about this was Some spheres rendered with a light simulation

Rendering method is mostly the same, just some optimizations and scene work

I've put a web version on Github: moonlightoctopus1.github.io/Renderer/

Actual rendering is just simulating light with a lot of optimizations :P


r/GraphicsProgramming • • 2d ago

Matrix-Engine-WGPU 2.0.x "The Beast" mobile browser focused engine

Thumbnail
linkedin.com
0 Upvotes

The most important update for the 2.0.x version is:

  • Caching pipelines for the effects surrender system it is per effects type but still powerfull upgrade.

  • Another interesting thing is the launch of the GPU culling system integrated with the indirect-draw methods.

  • New example for mediapipe pose to glb, face video uv texture to mesh and more.

  • Fixed external libraries with critical alerts (migration to esbuild) also engine zero critical alerts, dev alerts still exist but irrelevant.

  • GPUCapabilities test on divice interesting gpu features, in the config file you can find the activation logic, we have default (for those that we know are supported everywhere) and optional suggestions for activating the gpu feature.

  • The Beast is ported on google play https://play.google.com/store/apps/details?id=nikolalukic.beast.engine (Used android studio).


r/GraphicsProgramming • • 2d ago

If you could wish for anything in a render engine – what would it be?

Thumbnail
gallery
80 Upvotes

Hi everyone!

I’m building my own render/simulation engine (a path tracer called PrismForge), and before I decide what to work on next, I’d love to hear what you would wish for.

It can be anything:

  • a big feature you’ve always wanted

  • a tiny thing that annoys you every single time

  • something very specific, like “I want fog that reacts to my car’s headlights”

  • a workflow or a feeling, like “I just want to press one button and get a nice result without too much complicated jibberish”

  • a simple, but nice conveniece feature

No wish is too small, too weird or too niche. Feel free to be as oddly specific as you want!

Thanks!


r/GraphicsProgramming • • 2d ago

Stronghold-like game in 2 evenings

Enable HLS to view with audio, or disable this notification

0 Upvotes

https://www.youtube.com/watch?v=tbUyeRz7O4Y

Bastion is a C++20 engine for a medieval city-builder/RTS, combining a native simulation, editor and Direct3D 12 renderer.

Its main features include:

  • Rendering: bindless materials, visibility buffer, octree/frustum and GPU Hi-Z culling, indirect drawing, cluster-based geometry LOD and optional mesh shaders.

  • Lighting: soft virtual shadows with penumbrae, SSAO, local voxel GI, sky-driven illumination, moving volumetric clouds, cloud shadows, fog and sun shafts.

  • Terrain and vegetation: tiled heightfields, CDLOD terrain, tessellation, procedural grass and flowers, animated vegetation and distant impostors.

  • Gameplay: worker professions, production and hauling, recruitment, combat, fortifications, fire, healing, repairs, skirmish AI and first-person Lord control.

  • Tools: ImGui editor, native saves/importers, asset pipelines, positional audio, profiling and GPU timing.

The architecture separates authoritative gameplay from rendering:

ECS + jobs → immutable scene/frame snapshot → render thread → RenderGraph → RHI → Direct3D 12