Articles
Deep dives into how the games and tools on this site are built: the techniques, the numbers, and what did not work the first time.
Build a procedural village with wgpu3d
Custom meshes with MeshBuilder and a seeded generator that grows a different village every time.
A tiny platform game with wgpu3d
A character that walks, runs and jumps onto crates to collect coins, with a score and a timer.
Make a drivable car with wgpu3d
A street at sunset and the City Drive car, with arcade handling, collisions and a chase camera.
Your first wgpu3d scene
Objects, meshes, materials, behaviors and an orbit camera in thirty lines.
Searching text with a compute shader
How the JSON viewer checks every character position on the GPU at once, and where that beats the CPU.
WebGPU vs WebGL: real numbers
The same scene drawn with both APIs, measured, with a benchmark you can run yourself.
Sun shadows, explained
Shadow maps for a city that never ends: following the car, filtering and fighting shadow acne.
Traffic simulation on a road graph
Lanes, junction turns, spacing and spawning cars around the player.
Car physics without a physics engine
A small driving model that feels right on a keyboard and a phone.
Streaming an open world with Web Workers
Building geometry off the main thread so driving never stutters.
Building a procedural city in WebGPU
Districts, blocks, roads and buildings generated from a single seed.