๐ SYSTEM DIAGNOSTICS & ENGINE STATUS
Real-time health, performance metrics, and WebAssembly compilation states of the Killer Engine.
Real-time frames per second rendered by the WebGL2 C++ backend.
Toggle vertex buffers, wireframe, and memory allocations metrics.
Force Desktop Quality or trigger Mobile Max Optimizations.
Active state of the compiled WebAssembly graphics pipeline.
Multiplayer session relay server latency and WebSockets transport.
Durable game synchronization server status.
โก Active Live Demo Dropdown
HOT SWAP๐ Network Transport & Media Server
WebRTC (UDP)Camera System & Input Politics
Staff Preview & Export Tools
Procedural Mesh Geometry (C++)
Filament PBR Shader Program
Engine Flags
Google Filament Engine Architecture
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.
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
Cross-Platform Build & Export Scripts
Emscripten (WASM) Quick Command
source /path/to/emsdk/emsdk_env.shemcmake cmake .. -DCMAKE_BUILD_TYPE=Releaseemmake make -j$(nproc)Auto-Generated JavaScript & WASM Artifacts
Target artifacts automatically generated by Emscripten / Clang LLVM from C++ source files.
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.
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.
Blood Run (ZTN / Tech Corridor)
High-speed competitive tournament duel map with interconnected corridors, teleporter pads, central atrium, and tactical height advantage.
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
Google Filament Material Catalog
Procedural & PBR shader materials (Wood, Rock, Metal, Glass, Chrome, Gold, Obsidian, Velvet) with real-time MAT COST mobile profiling.
Live Material Parameter Tuner & Mobile Profiler
Active: Procedural Dark Walnut WoodMobile GPU Architecture Cost Profile
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.
HZB Pipeline Controls & Occlusion Culling
Google Filament HZB Architecture Specification
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_Character
Character Locomotion & Kinematics (C++)
Real-Time Locomotion Telemetry
โ๏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.
| 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 Group Target Roster
4 Targets In GroupEntities registered in Layer_Damageable (Bitmask 1 << 6). When hit by projectiles, triggers onDamage event callbacks.
| 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.
๐ 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 } ]
};