Scene book
Every image below is drawn by the game's own renderer — same materials, same baked lighting, same post-processing, no offline render and no touched-up pixels. The numbers under each plate are measured from the build that produced it. All ten together are 250,478 triangles and never more than 29 draw calls in a frame. Build time is geometry plus the shadow bake, with the textures already painted — every material in all ten scenes is generated once, on load, and then shared.
The first version of this world was built from 60 mm voxels, and the verdict on it was that it looked like a bad Minecraft mod. That verdict was right, and the obvious fix — smaller voxels — was wrong. A voxel is a cube at every size, so halving one buys a finer grid of cubes, not a surface, at eight times the cost.
So the detail moved off the geometry and into the surface. A wall is now two triangles wearing a procedurally painted texture at 7.8 mm per texel, and the light is baked into it once, with real shadow rays, at build time. Nothing ships as an asset file: every texture in these ten scenes is generated in code when the page loads.
| Voxel build | Now | |
|---|---|---|
| Detail resolution | 60 mm voxel | 7.8 mm texel |
| One 12 m tenement facade | ~200,000 triangles | ~400 triangles |
| A whole scene | never got there | 9k – 51k triangles |
| Draw calls per scene | hundreds | 10 – 29 |
| Lighting | per-vertex AO, no shadows | baked, ray-traced shadows |
| Cost per frame to light | zero | zero |
| Asset files shipped | none | none |
Detail went up roughly eight-fold and the cost went down, which is the only reason any of this runs on a phone.
They are authored rooms, not generated levels — composed the way key art is composed, to show what the engine can hold. The playable demo still builds its floors with the older path, so it does not yet look like this. Closing that gap is the next piece of work.