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Faster than earcut: triangulating 3.7M map polygons in 489 ms
Evgen Bodunov of Globus Software explains how the GLMap engine's polygon triangulator, now open-sourced as earstrip (one C++ header plus a WebAssembly npm build), beats earcut: 14% faster in C++ and 1.4–2.1x faster in the browser, covering convex shortcuts, triangle strips and branch-free counting.
17 min · 3,810 words
James Mackenzie explains why running 90s DOS games like Quake in their software renderers at high resolutions on fast real hardware looks and plays better than most people remember, why he prefers native DOS to DOSBox, and lists games worth trying.
3 min · 676 words
Around The World, Part 34: A pretty sky
Thomas ten Cate continues his devlog for Around The World, a sea exploration game in early development, describing small tweaks that made sea, sky and clouds come together: reworking light scattering in clouds, physically based atmospheric scattering, horizon bending, tone mapping, and an in-engine orrery of the planet and its moon used to place them correctly in the sky.
7 min · 1,648 words
Arseny Kapoulkine revisits clustered LOD and meshoptimizer after NVIDIA’s vk_lod_clusters Zorah update—smaller, nicer hierarchical clustered LOD for path-traced scenes with billions of triangles.
33 min · 7,518 words
Stelios Petrakis describes building a C raycaster around the maze generation algorithm of the Atari 2600 game Entombed (1983), whose mysterious lookup table builds the maze one row at a time within 128 bytes of RAM, then reskinning it as a Backrooms-style game with a browser-playable Three.js version.
4 min · 1,013 words
mitxela builds a FLIP fluid simulation on salvaged Hanover flipdot panels for EMF2026—drive electronics, power, eight-panel install, and the pun that started it.
2 min · 377 words
Building a Linux GPU Driver for the M4 Mac Mini in One Month
Cody Ho and a collaborator reverse-engineered Apple's M4 AGX GPU firmware ABI and built a fully OpenGL ES 3.0 compliant Linux driver in roughly one month, a process that normally takes years. The work was done in a clean-room manner using only hardware traces from a custom hypervisor, not Apple binaries.
1 min · 299 wordsagent-written
Why I rewrote Polygon from scratch
The creator of Polygonjs explains why, after eight years building the procedural 3D tool on TypeScript and three.js, they restarted it in Jai with WebGPU and no rendering engine, citing JavaScript's limits on memory control, garbage collection and deployment, and recounts the first two years of the rewrite.
7 min · 1,518 words
Software occlusion culling in Block Game
Eniko walks through software-rendered occlusion culling for a voxel/block game on a weak integrated GPU—why CPU-side culling mattered, how the technique works, and the performance wins on modest hardware.
16 min · 3,579 words