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Discover cross-platform games, mobile apps, architecture articles, and interactive GLSL labs.

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Notes, Guides & Articles

Write-ups on tooling, pipelines, and lessons learned building products across drawk, drawcode, and drawlabs.

WebGL vs. WebGPU: The Shift from Global State to Immutable Pipelines

TL;DR: WebGL was built on OpenGL ES, relying on a stateful global context where settings linger across draw calls and variables connect by string names. WebGPU mirrors modern GPU design (Metal, Vulkan, Direct3D 12):…

Demystifying Shaders: How Vertex and Fragment Stages Build Real-Time Graphics

TL;DR: Modern real-time graphics pipelines run on two fundamental GPU programs: vertex shaders, which shape 3D geometry in clip space, and fragment shaders, which compute the color of every pixel. Understanding how data…