Skip to main content
Zubin KhavarianZubin Khavarian

Writing / tag

#game-dev

Building games for the web: rendering, levels, assets and sound. 5 posts, newest first.

Hundreds of Draw Calls Down to a Handful with BatchedMesh

7 min read

How Typo's Voyage draws every tile and every 3D letter through four three.js BatchedMeshes, poses a whole treadmill on the GPU with one vec4 a frame, and what breaks when you move instances in the vertex shader.

#threejs#game-dev

Your Shader Stutter Happens at First Draw

8 min read

A three.js hitch the first time an effect appears is usually a WebGL program link. It blocks at the first draw, not at compile, and a warm-up only fixes it if it links the same program variant your frames use.

#threejs#game-dev

Roll It Has No Outline Pass

9 min read

The ink lines in Roll It aren't a post-process. Each material finds its own edges: the median of three distances on a box, crease barycentrics on a mesh, and a view-angle band on the ball.

#threejs#game-dev

Soundscapes for Web Games: A Pluggable Howler Implementation, Part 2

13 min read

The soundscape engine is one class under a hundred lines. A six-function adapter is the seam.

#audio#game-dev

Soundscapes for Web Games: The Layer Beneath Your SFX, Part 1

8 min read

Most web games go silent the moment the player stops moving. A soundscape is the quiet layer underneath your SFX that keeps the room alive.

#audio#game-dev

All writing

zubin@zubin.dev: man keys

// go to

  • ghhome
  • gwwriting
  • gaapps
  • gpprojects
  • goopen source
  • gnnow
  • guuses

// move

  • jscroll down
  • kscroll up
  • ggtop of page
  • Gbottom of page
  • }next section (posts)
  • {previous section (posts)
  • ]newer post
  • [older post

// do

  • ⌘Ksearch everything
  • /search, too
  • ttoggle light / dark
  • ?this sheet
  • escclose