Chris Hayes<p>An interesting write up by a super talented <a href="https://fosstodon.org/tags/3d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>3d</span></a> dev I know. He discuses how he and his partner built a highly optimized <a href="https://fosstodon.org/tags/webgl" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>webgl</span></a> game in <a href="https://fosstodon.org/tags/PlayCanvas3D" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PlayCanvas3D</span></a>. They're getting ~120 draw calls rendering an entire city for a multiplayer game. Their level is built in <a href="https://fosstodon.org/tags/blender" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>blender</span></a> and then rendered in the browser with PlayCanvas.<br><a href="https://medium.com/@leo_98989/building-multiplayer-open-world-web-games-that-run-everywhere-b0b2afb4940c" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">medium.com/@leo_98989/building</span><span class="invisible">-multiplayer-open-world-web-games-that-run-everywhere-b0b2afb4940c</span></a></p>