A game engine for the web.
The goal of Trident is to provide a fully featured game engine for the web without the learning curve. Therefore it implements an entity-component-system that closely resembles Unity.
Documentation (TODO) — Examples — Editor
- Automatic dynamic LOD
- Frustum culling
- Backface culling
- Occlusion culling (HiZ)
- Small features culling
- Render graph
- Instanced meshes
- Unity like API
- Cascaded shadow maps
- PBR (with albedo, height and normal map support)
- GPU driven
- Deferred rendering
- WEBGPU
Note this project is mostly experimental meaning that the features listed above are implemented but they may have bugs or not be cohesive with one another.
This was built based on a lot of open source resources online, such as @zeux meshoptimizer/niagara etc.
Credit was not always given and apologies for that, when the project stabilizes a bit it will be updated with the proper sources, if you see some portions of your code feel free to reach out and it will be updated.
MIT
