~/ Matias Galarza
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Kóoch
Rust + wgpu 2025 – 2026 In development

Kóoch

A GPU-driven game engine in Rust, with Nanite-style meshlet rendering.

A game engine that pushes the rendering hot loop onto the GPU while gameplay and simulation stay on the CPU. Geometry is drawn through a Nanite-style meshlet pipeline — cluster culling, a visibility buffer and a deferred pass, driven by indirect dispatch with no per-frame readback. Around it: a custom archetype ECS with reflection, hierarchy and scene/prefab serialisation, Rapier physics, Mario Galaxy-style gravity fields, and a standalone editor that drives a running project over a local socket. Named after the creator deity of the Tehuelche (Aonikenk) people of Patagonia.