Taos API Reference
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    Taos API Reference

    Modules

    audio

    The audio subsystem: the standalone AudioEngine (mixing buses, one-shot and spatial SFX, looping music with crossfade, an effects rack, microphone capture, FFT/level analysis) plus the AudioSource / AudioListener scene components.

    block

    The voxel world: block and chunk types, the meshing/atlas pipeline, biomes, and procedural world generation. The infinite chunked world the engine streams and renders.

    geo

    The geospatial streaming stack: an f64 floating-origin frame (GeoFrame), a multi-tileset scene orchestrator (GeoScene) and its engine integration (GeoFeature), quantized-mesh terrain (TerrainTileset) and 3D-Tiles (Tileset3D) streaming, data sources (Cesium ion, Google, MapTiler), imagery, water, and the geodesy/decoding helpers underneath.

    core

    Core engine: the math primitives, the GameObject / Component / Scene model and per-frame driver, the WebGPU renderer (materials, lights, render features, presets, passes, and the render graph), and asset loading. This is everything in import … from 'taos/index.js'; the standalone subsystems (audio, particles, splats, text, xr, block, sdf, terrain, geo, physics) have their own modules.

    particles

    The GPU particle system: the graph node types (emitters, spawn shapes, modifiers, render nodes) and expression helpers that describe a particle effect, which ParticlePass (under src/renderer/render_graph/passes/) compiles and simulates on the GPU.

    physics

    The Jolt WASM rigid-body backend: PhysicsWorld body factories (box/sphere/mesh/heightfield/convex-hull), constraints, raycasts, the PhysicsScene GameObject coupling layer, and the per-frame step/sync loop.

    sdf

    The signed-distance-field subsystem: baking an SDF from a mesh into a 3D texture (SdfVolume), the CPU math helpers, and binding an SDF to a particle system for surface spawning, attraction, collision, and sticking. Generic GPU/CPU SDF tooling usable beyond particles — e.g. ray tracing, lighting, and physics queries.

    splats

    The 3D Gaussian-splatting subsystem: loads splat scenes (.ply / .spz, or a picked/dropped source), the GPU radix sort, and the render pass that preprocesses + draws them. Imported via the taos/splats subpath, e.g. import { GaussianSplatPass } from 'taos/splats';.

    terrain

    The TerrainSystem CDLOD heightmap renderer: procedural or image-driven heights, virtual-texture page streaming, PBR layer splatting, quality presets, and the render-graph feature wiring.

    text

    Engine-general SDF text rendering, reusable by any game (not just the geo map).

    xr

    WebXR (VR/AR) integration for the Taos engine, built on the experimental WebGPU-WebXR binding (XRGPUBinding): the immersive session, per-eye views, controllers, hit-testing, anchors, depth sensing, and light estimation. See TODO/webxr-integration.md.