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Proceduralabs — Development Studio

Discipline 03 Game dev & systems

Sixteen milliseconds for everything.

That's the frame budget at 60 fps — physics, erosion, tessellation, draw. C++, Vulkan, and compute shaders, built from scratch because that's the point.

Fig. 04 — Elevation profile SEED —
Generated on load
§ 01

Projects

№ 001
C++VulkanProcedural

Terrain Engine

The mountains aren't modelled — they're computed. GPU-driven procedural terrain with hydraulic erosion, real-time LOD, and compute-shader tessellation, built for landscapes that never run out of edge.

№ 002
C++VulkanN-Body

Ikarus

A Vulkan universe simulator doing real N-body astrophysics: neutron-star mergers, gravitational waves, and a double-precision floating origin so the math still holds at galactic scale — 60 fps on RTX 40-series hardware.

№ 003
TauriReactSQLite

NWF

Narrative World Framework — a local-first desktop tool for the people who write game worlds. Markdown entities, wikilinks, and a graph view of who betrayed whom. Tauri v2, React 19, SQLite — no cloud required.

§ 02

Get in Touch

Building something that has to run in real time? Describe the constraint — the harder the frame budget, the more interesting the problem.

hello@proceduralabs.eu ↗