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Cross-cutting view across milestones. Useful when prepping for a specific kind of interview question rather than reading chronologically.

SDF / ray-marching

The foundation of the engine's rendering — every concept here builds on the march loop.

BRDF / shading

The Disney principled BRDF, broken down into its four building blocks. Includes the double-divide bug that's shipped in many production codebases.

Web / wasm / Rust ecosystem

How a Rust renderer plugs into a browser.

Collaboration / data model

the engine's "from day 1" multiplayer-ready data model.


Common interview question → concept map

If they ask about…Read…
"How does ray marching actually work?"P0-C1
"Why GGX over Beckmann?"M-mat-C1 Step 2
"What's the most common bug you've seen in PBR shaders?"M-mat-C2 — the double-divide
"Why is F0 = 0.04 for plastic?"M-mat-C3 Step 4
"How would you composite two SDFs smoothly?"M2-C1 — and the smin discussion
"What does WebGPU give you over WebGL?"P0-C2 Step 7
"How does Yjs work? What's a CRDT?"P0-C3
"How would you debug a panic in wasm?"S2

Conversational walkthroughs of real-time graphics + Rust/WASM concepts.