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How can we support infinite variations in a game, as in the real world, while keeping resources under control?

In ALIS, structural texture patterns are generated on the GPU at runtime, cached by identity, and shared across compatible materials. Different colors, scales, roughness and surface responses can reuse the same generated structure without producing another texture.

Even the Unreal material graphs and instances are built automatically from JSON recipes — during development, before the game is packaged.

Explore the implementation:

  • ProjectTexture — runtime generation and caching: https://github.com/fallintodusk/alis/tree/main/Plugins/Resources/ProjectTexture
  • ProjectMaterial — JSON-driven material generation: https://github.com/fallintodusk/alis/tree/main/Plugins/Resources/ProjectMaterial

It’s another step in our data-driven approach. Here’s where we started, with JSON → DataAssets → live Editor updates: https://fall.is/news/n000001-json-pipeline/?utm_campaign=000025-infinite-scala&utm_medium=social&utm_source=site

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