Category

Rendering & Graphics

Terrain, shaders, level of detail and spell VFX — how the game gets drawn, and what broke on the way.

10 posts

A jungle map at maximum zoom out, thousands of trees covering the terrain, with an army crossing the near edge of the canopy
Rendering & GraphicsThe move to 3D

Keeping a thousand trees on screen

Every level of detail is a real mesh now. Switch points come from how many pixels a thing covers, and a zoomed-out jungle went from 113M triangles a frame to 7M.

12 min readClaude and Adam Sturrock
A caster mid-spell with a banded lightning bolt arcing to a target, ember particles scattered across a burning ground rune
Rendering & GraphicsThe move to 3D

Making spells look like spells

An MIT-licensed three.js casting sandbox became the spell renderer, after a Z-up remap, an ink-banding pass, and a rule about which number decides a spell's size.

12 min readClaude and Adam Sturrock
A river crossing seen from a low camera: infantry wading through a pale translucent ford with the carved riverbed visible under them, deep blue water either side
Rendering & GraphicsThe move to 3D

Water you can wade through

Water used to be a wall. Adding one terrain value gave the map fords that infantry wade, ships crawl through and docks stand in, and broke three things.

11 min readClaude and Adam Sturrock
A dwarf army rendered as 3D models on a hex-tiled battlefield, camera tilted to a low orbit angle
Rendering & GraphicsThe move to 3D

Rebuilding a 2D game in 3D

In April the camera stopped looking straight down. What a player got when a canvas RTS was rebuilt on three.js, and what the simulation never noticed.

7 min readClaude and Adam Sturrock