mkare medium articles
Popular repositories Loading
-
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
-
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
-
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
-
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
-
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
-
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
- object-pools-zero-allocation Public
Eliminating garbage collection pauses in HTML5 Canvas games: generic Pool<T>, in-place vector arithmetic, preallocated particle arrays, and pooled vs unpooled benchmarks.
- msdf-text-atlas-from-scratch Public
Complete MSDF and MTSDF font atlas generation from scratch: corner angle detection, edge coloring, signed distance rasterization, shelf packing, and WebGL2 median() shaders.
- liquid-glass-refraction-shader Public
Screen-space refraction in WebGL2: simulated index of refraction (IOR), chromatic dispersion, and Fresnel reflections compared against CSS backdrop-filter and SVG feDisplacementMap.
- ktx2-vram-measurement Public
Measuring actual GPU VRAM usage of compressed textures: block alignment, mipchain overhead, cubemap multiplier, KTX2 transcoding targets, and compressedTexImage2D probes.
- dirty-rectangle-rendering Public
Dirty rectangle rendering optimization for HTML5 Canvas: computing minimal bounding box redraw regions to avoid clearing and rendering the entire canvas frame.
- debug-overlay-fps-hitbox Public
Zero-dependency drop-in debug overlay for HTML5 canvas games: real-time frame time graph, metric ring buffers, spatial hitbox visualization, and self-cost measurement.
- cursor-fluid-simulation-fbo Public
Real-time 2D Navier-Stokes fluid simulation in WebGL2 and GLSL ES 3.00: ping-pong Framebuffer Objects, reverse advection, Jacobi pressure solver, and vorticity.
- coyote-time-input-buffering Public
Timestamped input buffer, command queue, coyote jump forgiveness, and fighting game sequence recognizer (Hadouken parser) testable headless in Vitest.
- kinetic-particle-typography Public
Interactive particle typography: rasterizing canvas text, sampling alpha contours, Morton order pairing, and morphing 250,000 particles via single-uniform WebGL2 instancing.
- constraints-joints-rope-ragdoll Public
Verlet integration physics simulation with distance and angle constraints: draggable ropes, cloth grids, and articulated ragdoll skeletons.
People
This organization has no public members. You must be a member to see who’s a part of this organization.
Top languages
Loading…
Most used topics
Loading…