TitanForge Systems

TitanForge 3DS/G
Web Environment Studio

TitanForge 3DS/G is the unified world-authoring, runtime-preview, project-persistence, and standalone-release environment for the Warchief project family.

2026OverviewMarketAssets3DS/GTitanForgeArchiveOrev TriadGLBMesh ControlIndexLive Sites

Project discussion

titanforge.warchief.dev

The live site is the single TitanForge 3DS/G Web Environment Studio. Terrain, object import, materials, streaming, atmosphere, gameplay setup, persistence, export, and release diagnostics stay in one editor shell.

Current release surface

The Phase 10 environment includes Meshy large-mesh handling, embedded textures, Player Start and Planet Proxy references, PBR and NAFX effects, world streaming, water and weather, gameplay triggers, project migration, and standalone static-site export.

Why this matters

The unified workflow removes the old handoff between separate builder and runtime projects: the same project can be authored, previewed, validated, persisted, profiled, and packaged for deployment.

Working vocabulary

What visitors should understand.

This page avoids oversized lore and focuses on the concrete project surfaces people can click.

Market

Marketplace feeder

marketplace.warchief.dev supplies the visible asset shelf: 25 free vehicle entries, GLB downloads, category filters, ratings, download counts, and future asset-library expansion points.

Studio

World Authoring Studio

Creates terrain, imports textured GLB/GLTF assets, manages transforms and prefabs, edits PBR surfaces and NAFX effects, and configures lighting, fog, weather, water, and streamed worlds.

Runtime

Gameplay, Persistence & Export

Runs the Player Start-based gameplay preview with cameras, input, collision and event zones, saves versioned project JSON with portable references, and builds dependency-free standalone websites.

Pipeline

Large-Mesh & Asset Pipeline

Handles textured GLB/GLTF imports, Meshy-scale geometry, normalized scale, shared geometry and textures, staged GPU uploads, reusable prefabs, metadata, portable references, and missing-source rebinding.

Export

Release Profiler

Measures frame timing, FPS, draw calls, submitted triangles, estimated GPU and heap use, long tasks, WebGL recovery, quality budgets, stress tests, and release-audit readiness for the 4C/4T baseline.