Taos Engine

Preface

Heightmap Terrain

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 terrain system evolves.

What this book is about#

Voxel worlds are one way to build a landscape. For very large outdoor worlds, where the player walks across the ground rather than digging into it, the engine uses a second, entirely separate system: a continuous heightmap terrain renderer in src/terrain/.

This book covers that system — continuous level of detail with no popping or cracks, virtually textured heightmaps streamed across a world larger than GPU memory, PBR splat materials, and GPU-driven indirect drawing with no per-frame CPU readback.

ChapterWhat we build
Heightmap Terrain SystemTerrainSystem: CDLOD quadtree, virtual texturing, page streaming, splat materials, heightmap sources, bounded terrain

Before you start#

This book assumes the core book as background, especially: