How Computers Draw 3D WorldsStep 0. The Problem A 3D scene inside a computer is just math. Points in space. Lines between them. Colors. Materials. But your screen is flat. It is a grid of tiny squares called pixels. Each pixel cApr 19, 2026·7 min read
What We Can Learn From Grass in Ghost of Tsushima RendersIntroduction Ghost of Tsushima renders huge fields of grass that sway in the wind. Each blade animates on its own. Roughly 83,000 blades on screen at once. In about 2.5 milliseconds per frame. This poApr 16, 2026·7 min read
What Actually Happens When You Run JavaScriptThe Pipeline. From Source To Running Code. Your JavaScript does not run directly. The engine transforms it first. V8. SpiderMonkey. JavaScriptCore. They all follow roughly the same steps. Parse. The eApr 16, 2026·8 min read
A Friendly Introduction to Linear Algebra For Game DevsWhat Is Linear Algebra Even? Linear algebra is the math of vectors and matrices. That is it. The whole field. Vectors describe things like position and direction and movement. Matrices describe transfApr 16, 2026·9 min read
Ray Marching From the Ground UpWhat Is Distance. Before anything else. You need to understand one thing. Distance. You have two dots on a piece of paper. The distance between them is just how far apart they are. You could measure iApr 15, 2026·5 min read
Why The L System Trees Looked WrongIntroduction We wanted procedural trees. We kept getting trunks with leaf puffs. Pine looked acceptable. Oak. Birch. Maple. And sakura did not. They read like poles with crowns. The important lesson iApr 15, 2026·4 min read