Notes from benchmarking WASM and optimized JS
One night I got an intrusive thought: I never compared the fast CDT Zig code to some baseline JS implementation.
Tomek's programming blog.
One night I got an intrusive thought: I never compared the fast CDT Zig code to some baseline JS implementation.
Tiny guide how to get started with WebGPU – loading OBJ files and an interactive perspective camera.
Ever thought that implementing dynamic constrained Delaunay triangulation shouldn't be that hard?
For a change I am not reinventing the wheel but using state-of-the-art libraries to render (almost) any text.
Exploration of various ways to apply A* for any angle Euclidean path search problem.
Sloan's fast algorithm for generating constrained Delaunay triangulation implemented from a paper.
How to parse TTF font file to render text using the SDF (Signed Distance Field) method.
Secrets of rendering extremely fast UIs in WebGPU by minimizing overhead on the GPU.
Short write up on how to implement Physically Based Renderer with Image Based Lighting using WebGPU.
You won't guess how little code it takes to write a Flexbox-like layout engine that could render any website.
What if, instead of running JS everywhere, we went all-in hardcode low-level coding?
From the creator of broken Google Maps clone, now a broken React ready to conquer your node_modules.
Technique of baking light used for achieving very well performing Three.js scene with amazing visuals.
Summary of how I made a playable Chess game in React using React Three Fiber and 3D assets I made in Blender.
Font files, although binary, are not hard to parse. Even in JavaScript.
Have you ever dreamed about creating your own interactive maps like the Google Maps?
A non-obvious task of downloading data from OSM has unexpected, highly programmable solutions.
Triangulation is the thing you need when you have polygons, but GPU can only render triangles.
A handy hack to render wireframe of a mesh. Use barycentric coordinates to achieve uniform edge width.
Short guide on the concepts of 3D rendering and the maths behind it. Matrices, perspective and lighting.
A short note on formulas and notes on the Web Mercator projection.