Atlas

A Rust and Bevy game with a simulated 131 km island, evaluated identically on the CPU and the GPU.
Atlas is a game written in Rust with Bevy. Its world is a finite 131 km island produced by a landscape-evolution simulation, with analytic-derivative terrain that is evaluated identically on the CPU and in WGSL on the GPU. Martin built the terrain pipeline, Voronoi regions, hydrology bake, the settlement and road network with road earthworks, a map and field-inspector UI, and the specs that document each decision. The images on this page are in-engine captures.
| At a glance | |
|---|---|
| Role | Sole developer |
| Period | 2026 |
| Status | In build |
| Stack | Rust, Bevy, WGSL, WebGL2 |
What was built
- About 100,000 lines of Rust and 8,500 lines of WGSL, with 29 design specs
- Terrain evaluated identically on the CPU and the GPU, pinned together by parity tests
- Native and WebGL2 builds from one codebase; 500 commits in about six weeks
Gallery
In-engine captures from the current build.








Notes
In development and not publicly deployed. Third-party code vendored into the engine keeps its original licences (MPL-2.0 and MIT).
Part of Projects.