W S A D
JOYSTICK (WASD)
๐Ÿ‘† SWIPE CANVAS TO LOOK / ROTATE
🖱 Orbit: Left Drag • Pan: Right Drag • FP: WASD + Space Jump • Shoot: L-Click • Touch: Joystick

๐Ÿ“Š SYSTEM DIAGNOSTICS & ENGINE STATUS

Real-time health, performance metrics, and WebAssembly compilation states of the Killer Engine.

Engine Performance
WASM Frame Rate
60.0 FPS

Real-time frames per second rendered by the WebGL2 C++ backend.

Debug Overlays
Telemetry Data
DEBUG: OFF

Toggle vertex buffers, wireframe, and memory allocations metrics.

LOD Policy
Level of Detail
LOD: AUTO

Force Desktop Quality or trigger Mobile Max Optimizations.

Core State
Execution Engine
ACTIVE

Active state of the compiled WebAssembly graphics pipeline.

Network Layer
Transport Mode
WebRTC 18ms

Multiplayer session relay server latency and WebSockets transport.

Cloud Syncer
Server Connection
Connecting...

Durable game synchronization server status.

Device Screen Resolution Mode
Maximize execution field of view by running in immersive fullscreen mode.

โšก Active Live Demo Dropdown

HOT SWAP

๐ŸŒ Network Transport & Media Server

WebRTC (UDP)
Connection Status: CONNECTED
Latency / Ping: 18 ms
Tick Rate: 30 Hz (33.3ms / packet)
Main Config File: /network.config.js

Camera System & Input Politics

Mouse Direct camera look without holding mouse down (Pointer Lock)
L-Click Fire high-velocity projectile & emit onDamage events
W/A/S/D Move horizontally relative to camera forward/strafe
SPACE Jump
SHIFT 2.5x Sprint Speed Boost
ESC Unlock mouse cursor

Staff Preview & Export Tools

Procedural Mesh Geometry (C++)

Filament PBR Shader Program

Roughness 0.35
Metallic (Conductor / Dielectric) 0.80
Auto-Rotation Speed (rad/s) 0.80
Albedo Base Color

Engine Flags

Google Filament Engine Architecture

NETWORKING

Does Google Filament have networking?

No. Filament contains zero networking code. Multiplayer is handled separately using WebRTC, WebTransport, or native sockets.

C++ Source Code & Native Compiler

Edit authoritative C/C++ engine sources, headers & shaders. Compile natively to WebAssembly/JS runtime.

โ— C++ Source ready. Edit and click "โšก Compile C++ & Run" to build WASM.
1

Filament C++ & Shader Examples

Zero-allocation C++ host loops and Filament shader material implementations.

Backend Native Build Engine

Trigger real-time C++ compilation & packaging scripts directly on the backend container.

Host Toolchain & Compilers

CMakeChecking...
GCC / G++Checking...
Clang / LLVMChecking...
Emscripten (emcc)Checking...
Node.jsChecking...
Host PlatformChecking...

Cross-Platform Build & Export Scripts

Emscripten (WASM) Quick Command

1 source /path/to/emsdk/emsdk_env.sh
2 emcmake cmake .. -DCMAKE_BUILD_TYPE=Release
3 emmake make -j$(nproc)

Auto-Generated JavaScript & WASM Artifacts

Target artifacts automatically generated by Emscripten / Clang LLVM from C++ source files.

โš™๏ธ Auto-Generated Target (Read-Only Generated Output from C++ sources).

Native C++ Engine Header Interfaces

C++17 zero-allocation headers for Engine, Camera, Input, and Filament Renderer.

Quake Arena Maps (Classic Layouts)

Select an arena layout to dynamically rebuild geometry, physics colliders, player spawn points, and elemental item pedestals.

Active: The Longest Yard (Q3DM17)

The Longest Yard (Q3DM17 / Void Float)

Suspended cosmic platform arena over an infinite abyss. High-altitude sniper bridge, jump pads, and exposed outer powerup island.

Quantum Railgun Void Island Quad Yellow Armor Bounce Pads

Blood Run (ZTN / Tech Corridor)

High-speed competitive tournament duel map with interconnected corridors, teleporter pads, central atrium, and tactical height advantage.

Red Heavy Armor Atrium MegaHealth Regen Rune Teleporter Pads

Player Spawn Places (4 Points)

Positions where players spawn in FFA/Duel with initial orientation.

Item Spawns in Map (6 Pedestals)

Pickup pedestals with real-time respawn timers and collision triggers.

Map Environment & Physics Tuning

Real Physics Simulation Engine Library Ammo.js / Bullet 3D CCD
Jump Pad Launch Velocity 16.0 m/s
Arena Ambient Lighting Gothic Dusk (0.45)
Hazard Floor Damage / Tick 15 HP / s

Google Filament Material Catalog

Procedural & PBR shader materials (Wood, Rock, Metal, Glass, Chrome, Gold, Obsidian, Velvet) with real-time MAT COST mobile profiling.

โšก LOW COST: Mobile Safe (≤18 ALUs) โš–๏ธ MED COST: Balanced (≤35 ALUs) ๐Ÿ”ฅ HIGH COST: Heavy (>35 ALUs)

Live Material Parameter Tuner & Mobile Profiler

Active: Procedural Dark Walnut Wood
Roughness (Microfacet Alpha) 0.45
Metallic (Conductor Weight) 0.00
Clear Coat & Glaze 0.00
Procedural Noise / Grain Scale 18.0

Mobile GPU Architecture Cost Profile

MAT COST Rating โšก LOW COST
ALU Instruction Count ~16 ALUs
Texture Samplers 0 Samplers (Pure Math)
Mobile FPS Target 60 FPS Solid (Mali / Adreno)

Optimized for mobile browsers: Uses mathematical procedural synthesis with zero texture memory bandwidth overhead.

Google Filament Real-Time Post-Processing Pipeline

Hardware-accelerated cinematic rendering pipeline featuring Hierarchical Z-Buffer depth pyramids, HDR multi-pass Bloom, and raymarched volumetric light shafts.

Post-Processing: ACTIVE (3 Passes)
Post-Processing Master ACTIVE
HZB Culling Efficiency 48.2% Culled
HDR Bloom Luma Threshold: 0.85
Volumetric God Rays 32 March Steps
Pass Execution Time 0.14 ms

HZB Pipeline Controls & Occlusion Culling

Visualizer Inspect Mip Level Mip 0 (Full Res 100%)
Hi-Z Raymarch Steps (Max Tracing Budget) 8 Steps (Cheap & Fast)

Google Filament HZB Architecture Specification

CHEAP & ZERO BANDWIDTH

Why is HZB (Hierarchical Z-Buffer) so efficient?

1. Single-Pass 2x2 Min/Max Downsampling: HZB generates a 5-level mip pyramid directly on the tile cache in a fraction of a millisecond (<0.06 ms).

2. Conservative Occlusion Culling: Before dispatching expensive fragment shaders on occluded objects (such as pillars behind walls), the bounding box is tested against the lowest fitting HZB mip. If the box is behind the HZB depth value, the entire draw call is rejected immediately.

3. Hi-Z Empty Space Skipping: Screen-space reflections jump multiple pixels per step by querying higher mip levels when raymarching empty air, reducing ray samples from 64 down to 8!

Elemental ITEMS Catalog

Elemental health spheres, armor absorb layers, ammunition energy cells, and rune powerups.

Live Player Elemental Status & Audio Settings

Player Health (HP) 100 / 100
Armor Points (AP) 50 / 100 (50% Absorb)
Active Powerups None
Damage Multiplier 1.0x
Audio Synth SFX WebAudio Synth Active
Scene Graph (9 Entities)
SELECTED OBJECT:

Player_Character

Kinematic Controller Layer_Player
Assigned Filament Material โšก LOW COST
Material Preset:
Material Swatch & Base:
Cook-Torrance Standard Dielectric
Transform (World Space Coordinates)
Position (X, Y, Z):
X
Y
Z
Scale / Dimensions:
W
H
D
Filament PBR Parameters
Roughness:
0.35
Metallic:
0.80
Albedo Color: RGB(0.15, 0.40, 0.95)
Collider Configuration
Shape Type: Swept Sphere (r=0.80m, h=1.8m)
Collision Layer: Layer_Player (Mask: Obstacle | Ground)
Is Trigger Volume: false

Character Locomotion & Kinematics (C++)

Walk Velocity (m/s) 5.50
Sprint Velocity (m/s) 11.00
Jump Impulse Force (m/s) 8.50
World Gravity (m/s²) -22.00

Real-Time Locomotion Telemetry

Locomotion State IDLE
Grounded Contact TRUE
Horizontal Speed 0.00 m/s
Vertical Velocity (Vy) 0.00 m/s
Active GLB Animation Idle (0.0s)
Coyote Timer 0.15 s
Current Player Position & Orientation
Position Vector (X, Y, Z): (0.00, 0.00, 2.00)
Yaw • Pitch Angle: Yaw: 0.0° | Pitch: 0.0°
Ground Surface Normal: (0.00, 1.00, 0.00)

โš›๏ธ Real Physics Simulation Engine & Library

Authoritative multi-threaded physics solver library. Switch between real rigid body dynamics, continuous collision sweep (CCD), constraint solvers, or fast micro-solvers.

Active: Ammo.js / Bullet 3D CCD
Solver Type: Symplectic Euler / Semi-Implicit CCD Threading: Dedicated Web Worker (60 Hz) Broadphase: Dynamic AABB Tree / Sweep-and-Prune Realism: AAA Deterministic Simulation
COLLISION WORLD: 8 Colliders Active Broadphase: Spatial AABB Solve Time: < 0.03 ms
ID Name Type Center Position Half Extents / Radius Layer Mask Trigger Status

FPS Ballistic Projectile & Weapon System

Tune muzzle physics, damage coefficients, projectile pooling, and real-time raycast/swept collision detection.

Damage Per Shot (HP) 25.0
Muzzle Velocity (m/s) 50.0
Active Projectile Lifetime (s) 3.0

DAMAGE Group Target Roster

4 Targets In Group

Entities registered in Layer_Damageable (Bitmask 1 << 6). When hit by projectiles, triggers onDamage event callbacks.

EMITTED onDamage EVENTS: 0 Events Logged Dispatcher: EngineCore::DamageSystem Signal: onDamage(DamageEvent)
Time Target Name Damage Group Damage Dealt Remaining HP Hit Point (X, Y, Z) Status
No onDamage events emitted yet. Switch to First-Person Shooter camera mode and fire projectiles at targets!

Native C++ Code Bridge

Exact C++ code equivalents for scene creation, collision world setup, and player locomotion.

C++ / WebGL2 / JS Engine API Specification Google Filament & Quake FPS Engine Technical Documentation

๐Ÿ“š Engine API & Architectural Specifications v3.2.0 API

Complete technical reference for Google Filament C++ WASM Bindings, WebGL 2.0 Post-Processing Pipeline (HZB Early-Z Occlusion, Kawase Bloom, Crepuscular Volumetric Light God Rays), Dynamic Light Entities, Kinematic Player Capsule locomotion, and Quake Arena Map Data Specifications.

1. Google Filament C++ Engine Core API

Zero-allocation C++ runtime API for scene rendering and PBR materials.

// C++ Filament Engine API Overview
namespace EngineCore {
    class Engine {
    public:
        void Init(const EngineConfig& config);
        void Update(float deltaTime);
        void Render();
        void SetBaseColor(float r, float g, float b);
        void SetRoughness(float roughness);
        void SetMetallic(float metallic);
        
        // Entity & Light Management
        uint32_t AddPointLight(Vec3 pos, Vec3 color, float intensity, float radius);
        uint32_t AddSpotLight(Vec3 pos, Vec3 dir, Vec3 color, float intensity, float outerAngle);
    };
}

2. WebGL2 Post-Processing Uniform Reference

Shader uniforms exposed on FS_POSTPROCESS pass.

// FS_POSTPROCESS Uniform Interface
uniform sampler2D u_sceneColor;    // Unit 0
uniform sampler2D u_sceneDepth;    // Unit 1
uniform vec3      u_sunScreenPos;  // (u, v, visibility)
uniform int       u_bloomEnabled;   // 0=off, 1=on
uniform float     u_bloomThreshold;// soft-knee cut
uniform float     u_bloomSensitivity; // softness curve
uniform int       u_volumetricEnabled; // 0=off, 1=on
uniform int       u_volumetricSamples; // 16..64 steps

3. Kinematic Player Controller & Collision API

Continuous Minkowski-sum swept capsule collision solver against arena AABB box geometry.

// Continuous Capsule Collision API
struct PlayerController {
    Vec3  pos;
    Vec3  velocity;
    float walkSpeed   = 8.5f;
    float sprintSpeed = 14.0f;
    float jumpForce   = 12.5f;
    float gravity     = 28.0f;
};
CollisionResult resolvePlayerCollision(Vec3& pos, Vec3& vel, float radius, float height);

4. Arena Map Data & Item Pedestals Schema

Data format used in MAP_DEFINITIONS and ELEMENTAL_ITEMS_CATALOG.

// Map Data Architecture
MAP_DEFINITIONS["dm6"] = {
  name: "The Dark Zone (DM6)",
  staticGeometry: [ { name, type, pos, scale, color, materialKey } ],
  playerSpawns:   [ { id, name, pos, yaw } ],
  lights:         [ { id, type, pos, dir, color, intensity, radius } ],
  itemSpawns:     [ { id, itemKey, pos, active, respawnDelay } ]
};