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.
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 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.
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.
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.
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.
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';.
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.
Engine-general SDF text rendering, reusable by any game (not just the geo map).
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.
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/AudioListenerscene components.