Taos Engine

Preface

Geospatial Streaming

Brendan Duncan#

A companion to Taos Engine: Building a Modern WebGPU Game Engine.

Status#

This book is a work in progress. Chapters are added as the geo subsystem evolves.

What this book is about#

The geo subsystem in src/geo/ streams real-world geospatial data — photoreal city meshes, building footprints, planetary terrain, satellite imagery — and draws the actual Earth (and the Moon) at scale, from orbit down to a street corner.

Doing that on a GPU is mostly a fight with scale and precision. This book covers the techniques that make it work: a floating origin in double precision, level-of-detail streaming driven by screen-space error, and a tile cache that keeps the working set inside a memory budget.

ChapterWhat we build
Geospatial StreamingGeoFrame floating origin, 3D Tiles and quantized-mesh streaming, screen-space error, the tile cache, GeoScene and GeoFeature

Before you start#

This book assumes the core book as background, especially: