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devlog

Devlog

Notes on building. For one-line “what shipped” entries see /changelog; for “what's next” see /roadmap. Both are short. The pieces below are the longer “why.”

  1. 2026-06-06

    Chrome kept shrinking the game into a corner

    An integrated GPU was rendering the whole scene into the top-left quarter of the tab. I spent an hour blaming the GPU. It was one CSS call, and Firefox had been hiding it the whole time.

    read on →
  2. 2026-05-20

    HLS for point clouds — why splat streaming looks like video streaming

    Captures got too big to ship as one file. The fix wasn't a new compressor. It was borrowing the delivery protocol that already solved this for video.

    read on →
  3. 2026-05-18

    What the unit tests caught

    The test suite is 98 pure-logic checks, about five seconds wall-clock end to end. Most just pin behaviour that's already correct. Two of them found bugs nobody had noticed.

    read on →
  4. 2026-05-18

    Reading the trainer's source before writing the guide

    I had a recipe for validating a splat-pruning step on my own captures. Building the tool to run it turned up the fact that the recipe named the wrong trainer.

    read on →
  5. 2026-05-16

    The cleanup that bought me time

    I spent four days not shipping a single feature, just breaking one giant file into small ones. Best trade I made all month.

    read on →
  6. 2026-05-16

    Photoreal-first in practice — what I said no to

    The photoreal-first stance is easy to state. It only matters at the points where I said no to something that would have shipped in another engine. Here are the concrete ones.

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  7. 2026-05-16

    The feedback gap — heard, seen, felt

    v3 looked great and felt dead. A crash should reach your ears and your hands, not just your eyes, so feel and sound were the next thing I went after.

    read on →
  8. 2026-05-16

    Why splats — the photoreal-first stance

    Gaussian splats are the moat. Everything else — post-process, audio, mode design — is in service of not getting between the capture and the eye.

    read on →
  9. 2026-05-14

    Three workers, one main thread

    The streaming pipeline is the engineering proof of concept. Why three workers, and why not one or seven.

    read on →