Dungkardo
A walkable Tibetan border town in 1903, built in Godot 4.
Dungkardo started as a single alley and a red chapel and grew into a terraced town on a real mountainside: flat roofs joined by notched-log ladders, a market square, a monastery up 1,080 steps, painted interiors, and townspeople and monks who keep their own hours.
The look is painterly rather than photoreal, and I wrote the shaders for it: soft two-tone light, toon highlights, rim light and screen-space ink lines, with a painted sky and prayer flags, grass and foliage moving in the wind. The sun and moon follow a 1903 Tibetan and Chinese calendar, lamps are lit at dusk, and the monastery horns sound at dawn.
The terrain is built from public elevation data by a Python pipeline, and the buildings come from my Blender kit. Automated checks keep it honest: unit tests, scripted walks over every route, and still frames compared against references.




