From wavelengths to pixels: spectral rendering in SETech
The physics behind dispersion, diffraction and thin-film interference, and the shader passes that bring eight wavelength bands to the screen.
Technical blog
Technical articles on rendering, shader systems and engine architecture, drawn from the SETech engine and two decades of shipped work.
The physics behind dispersion, diffraction and thin-film interference, and the shader passes that bring eight wavelength bands to the screen.
How SETech streams worlds by sector, and how World Alone builds each sector from live OpenStreetMap data so neighbours agree without ever seeing each other.
How one macro block per C++ class feeds SETech's serializers, editor panels and AngelScript bindings, and why that same description is what an AI agent needs.
Why SETech dropped its WebGL backend, what compute shaders on WebGPU made possible in a single-threaded WebAssembly build, and the silent failures on the way.
How SETech declares shader resources, constant buffers and vertex layouts once, compiles them as HLSL and as C++, and binds on five APIs with no reflection.