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hidpi-canvas-devicepixelratio
hidpi-canvas-devicepixelratio PublicSolving blurry canvas rendering on Retina/HiDPI displays: backing store buffer scaling, CSS pixel alignment, and measuring the quadratic dpr² fill-rate performance tax.
TypeScript
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authoritative-multiplayer-server-node
authoritative-multiplayer-server-node PublicAuthoritative multiplayer game server in Node.js and ws: room management, fixed tick loop, snapshot broadcast, input validation, and token-bucket rate limiting.
TypeScript
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broad-phase-collision-spatial-hash
broad-phase-collision-spatial-hash PublicBroad-phase 2D collision detection: comparing naive O(n²) pairwise checks against spatial hash grid and quadtree spatial partitioning algorithms.
TypeScript
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canvas-falling-game-from-scratch
canvas-falling-game-from-scratch PublicJuicy falling catch game built from scratch on HTML5 Canvas: sine swaying physics, dynamic juice, screenshake, particles, 10 campaign stages, and realistic spider mechanics.
TypeScript
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canvas-physics-from-scratch
canvas-physics-from-scratch PublicLightweight 2D rigid-body physics engine built from scratch with circles, AABBs, impulse resolution, slingshot mechanics, and comparison against Matter.js.
TypeScript
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canvas-side-scroller-from-scratch
canvas-side-scroller-from-scratch Public2D side-scroller engine on HTML5 Canvas: smooth lerping camera, multi-layer parallax, coyote time, jump buffering, moving platforms, and buoyancy physics.
TypeScript
Repositories
- sat-collision-polygons Public
Separating Axis Theorem 2D collision detection and resolution: projecting vertices along edge normals, minimum translation vector (MTV) calculation, and edge case handling.
- rollback-netcode-lockstep Public
Peer-to-peer deterministic rollback netcode simulation from scratch: state snapshots, speculative input prediction, rolling rollback frames, and fixed-point math.
- raymarching-sdf-glass-sculpture Public
Real-time raymarching shader in raw WebGL2: constructive solid geometry (CSG) blending, internal light absorption, total internal reflection, and step count profiling.
- rapier-vite-threejs-setup Public
Setting up Rapier physics in a modern Vite and Three.js application: asynchronous WebAssembly initialization, top-level await bundling, and debug wireframe rendering.
- rapier-character-controller-gaps Public
Bridging the gaps in Rapier KinematicCharacterController: custom gravity accumulators, slope sliding angles, autostepping stair thresholds, and platform momentum.
- rapier-bodies-instancedmesh-sync Public
High-performance physics-to-render synchronization: binding 10,000 Rapier.js WASM rigid bodies directly into a single Three.js InstancedMesh buffer without Object3D proxies.
- quadtree-collision-culling Public
Recursive quadtree spatial partitioning data structure for 2D game scenes: dynamic entity insertion, subdivision thresholds, query radius pruning, and node pooling.
- procedural-planet-atmospheric-scattering Public
Single-pass atmospheric scattering shader for planetary rendering: analytic optical depth integration, Rayleigh blue sky diffusion, Mie forward haze, and aerial perspective.
- particle-mesh-morphing-storage-buffer Public
Morphing 100,000 particles between complex 3D meshes using a single Three.js TSL compute kernel backed by storage buffers across WebGPU and WebGL2 compatibility backends.
- parallel-shader-compile-first-frame-jank Public
Preventing render pipeline compilation stutters using WebGL2 KHR_parallel_shader_compile polling queue, early shader linking, and async compilation budgeting.
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