Sublevels: One Coordinate Space Behind Moving Chunks, Streamed Worlds, and Portals
Helio's Sublevels system is one shared GPU table of rigid transforms. Moving a group of a thousand objects, streaming a world chunk in and out, and rendering a portal all reduce to the same operation: claim a slot, tag the members, write one matrix.
Helio 2D: GPU-Driven Sprites at 10 Million Instances
Helio's GPU-driven 2D sprite pipeline — persistent handle-addressed pools, GPU compute culling and radix sort, vertex-pulling batch rendering, GPU bounce physics for 10M sprites, and real-time 2D radiance cascades global illumination.
Rendering a Million Blades of Grass: Helio's GPU-Driven Foliage System
Helio's GPU-driven foliage system with tile ring residency, three-band wind, correct motion vectors, and 1M blades under 3ms.
SceneDB 2.0: The Cross-Device Spatial Database
A deep technical walkthrough of SceneDB 2.0, a cross-device spatial database that replaces the traditional push-model ECS with GPU-native columns, delta-minimal uploads, self-healing slot mirrors, and compile-time frame phase enforcement.