3D Systems Playground
A downloadable game for Windows
E (Open doors)
Esc (Close/Quit application)
R (Restart app to see the random buildings generation)
What this project is: A 3D sandbox built to learn and apply systems I hadn't worked with before — procedural generation, real-time shader programming, and performance optimization. No menus, no win condition — just the systems.
Fire system: Fire spreads through a collision-based volume that grows over time. When it overlaps a flammable object, two custom GLSL shaders activate on that object — one simulating active fire, one simulating surface burn progression. No grid required; the system works on arbitrary geometry.
Procedural buildings: Buildings are generated at runtime using ordered floor arrays and height sampling to determine where each floor gets placed. Generation runs in O(n) — the scene is never pre-authored.
Optimization: Shader performance was profiled using Godot's built-in debugger, monitoring frame pacing and draw call counts. Recursive scene traversal was used to resolve nested objects while keeping complexity linear.
Source code available on Github.
| Published | 3 days ago |
| Status | Released |
| Platforms | Windows |
| Author | RIGS |
| Content | No generative AI was used |
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