Taos Engine · Geo Tutorials

Geo Tutorials

Geo Tutorials

A step-by-step series for the Taos Engine geo module — planet-scale geospatial streaming on top of the standard renderer. Each tutorial is short, runnable, and builds on the one before it.

These tutorials are the guided path; the Geo module guide is the reference. Read the Quick-Start Guide first — everything here assumes you know Engine, GameObject, Camera, and the deferred preset from the "Hello, Cube" project.

Runnable code. Every tutorial below has a working, build-verified entry in the standalone project standalone/geo_tutorials/ — one page per tutorial, plus a ▶ live launcher. Run npm install && npm run dev there and open the launcher, or copy an entry to start your own app. The smallest starting point is standalone/hello_cube/ (▶ live). Each tutorial page also has a "▶ Live demo" link at the top.

The path#

#TutorialYou'll learn
1Hello, GeoA complete streaming-globe app: floating origin, two keyless OSM sources, a fly camera. The geo equivalent of Hello Cube.
2The Floating OriginWhy ECEF shreds f32, how GeoFrame rebases the world, and reanchoring as you fly.
3Tileset & Imagery LayersStacking terrain + buildings + photorealistic tiles, and draping multi-layer imagery (base map + labels).
4Anchors & PickingPlanting glTF models at lat/lon, casting screen rays to the globe, and picking per-feature metadata.
5Atmosphere & CloudsA curved-horizon physical sky and volumetric clouds wrapped around the planet.
6ClippingCutting away tiles and terrain with geodetic clipping planes and polygons.
7Vector DataGeoJSON layers, declarative 3D-Tiles styling, and CZML time-dynamic animation.
8Projection TexturesCasting an image onto terrain and buildings with a Projector — map-overlay drape or perspective slide, lit or unlit.
9Terrain PhysicsBuilding Jolt colliders from streamed terrain so things can roll down real mountains.
10Other WorldsThe Moon and other bodies (GeoFrame.atEcef, custom ellipsoids), plus Google Street View.

Reference tutorials#

These two aren't steps in the linear path — read them when you're choosing data or chasing framerate, at any point in the series.

#TutorialYou'll learn
11Data SourcesEvery source the geo module streams — OSM, AWS, Cesium ion, Google Map Tiles, Gaussian splats, Street View — keyless vs keyed, and the one-line call that wires each in.
12Performance, Quality & DebuggingThe detail-vs-framerate knobs (maxSSE/pixel error, memory budgets, render distance, preloading, worker decode), plus the debugging tools: wireframe overlay, data-source/cache log, LOD stats, and attribution.

Additional render features#

Standalone feature deep-dives, readable any time after the path.

#TutorialYou'll learn
13Water & Point CloudsTwo render features that draw over the lit scene: Cesium-style translucent water from a terrain mask, and .pnts point clouds with eye-dome lighting.

Conventions in these tutorials#