Technology Concepts

The engine, one idea at a time.

FloraForge is built from scratch — no Unity, no Unreal — which means every technique a commercial engine hides behind a checkbox is implemented here in the open. These pages take each core concept and give it room: what it is, why it exists, how it looks in code, and where it lives in this engine.

Shaders & WGSL

The small programs that run on the GPU for every vertex and every pixel — and the language FloraForge writes them in, with real code from the engine.

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Compute Shaders

GPU programs that do raw parallel math instead of drawing. FloraForge uses one to assemble every terrain chunk's mesh in microseconds.

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Bind Groups

How a shader gets its data — and why grouping resources by how often they change keeps the renderer fast.

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Instanced Rendering

Drawing a forest of thousands of trees in a handful of GPU commands by describing the shape once and stamping it everywhere.

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Frustum Culling

Skipping everything the camera can't see before the GPU ever hears about it — one of the renderer's biggest single savings.

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The Swapchain

Why you never see a half-drawn frame: the rotation of off-screen images the engine and display pass back and forth.

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The Game Loop

One cycle — input, update, render, present — running every frame. Everything else in the engine hangs off this loop.

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Procedural Generation

Building infinite, consistent worlds from layered noise and a single seed instead of hand-placed art.

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Chunk Streaming

How a world too big for memory is sliced into 256-metre tiles that load and unload around you as you fly.

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WebGPU & wgpu

The modern graphics standard FloraForge targets, and the Rust library that translates one renderer to Metal, Vulkan, Direct3D, and the browser.

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WebAssembly

The compile target that lets the entire Rust engine run inside a browser tab at near-native speed — no plugins, no server.

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