Record the frame without making the frame wait
Native gameplay capture as a problem of bounded ownership, clocks, codec negotiation, and honest device evidence.
4 min readFrom the development journal.
Native gameplay capture as a problem of bounded ownership, clocks, codec negotiation, and honest device evidence.
4 min readWhy sky, sunlight, fog, and water need to agree about the world they are rendering.
4 min readAn eight-position sample sequence is only the start. The harder question is deciding when yesterday’s pixels still belong in today’s frame.
4 min readDevelopment notes on keeping one authored world while letting different devices spend their rendering budgets differently.
4 min read