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magcius
noclip.website
TypeScript2019–2025
magcius / noclip.website

noclip.website

A digital museum of video game levels

12Distinct people
25Mentions
0Explicit recommenders
4.3KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A digital museum of video game levels

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year25 dated mentions

Observed mentions: 2019-02-21 02:14:51 UTC to 2025-12-19 19:39:22 UTC.

02462019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 5 mentions; 1 submissions, 4 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 6 mentions; 0 submissions, 6 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 5 mentions; 1 submissions, 4 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2025

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC514
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC404
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC606
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC514
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC202
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC303

What Hacker News says

25 sources
> In my measurements, the only case where UBOs actually improved performance across all platforms was in a multi-draw scenario, with UBOs being split by frequency of update, containing data for 100+ draws and being uploaded at most once per frame. That's interesting -- back when I was working on mobile platforms, I found that UBOs were a win from call overhead alone -- replacing N different glUniform* calls with one UBO upload per object was a win on both the Adreno and Mali drivers, though we did have to work around some driver bugs (as is Android tradition). I haven't done the measurements as well, but I suspect it's also a win on WebGL 2 over the old strategy, because calling the WebGL functions is just more expensive than it should be (I've been told this is getting fixed in the browsers eventually, but I was also told that nearly 3 y
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ears ago, and it hasn't happened yet...) But these days I definitely advocate for a single giant UBO for your scene, uploaded at the start of your frame. I prepare all draw calls at the start of the frame in structures and allocate a single UBO for the frame at the same time, and add them to the relevant passes, sort the passes, and draw them using something that makes as few state changes as possible between the draw calls. > it's not as simple as packing all that state into a single struct and then resetting it in a bulk before a draw call. No, it's definitely not, you need to track your current state and the draw call's state, but I think it's a lot easier to program against, and more readily adapts to Vulkan, Direct3D, Metal, etc., and is the pattern adopted by wgpu/sokol/bgfx. https://github.com/magcius/noclip.website/blob/master/src/gf...
In Magnum: Lightweight, modular C++11 graphics middleware for games/visualization
I have absolutely written a diffing algorithm like this faster much than it would take to find an appropriate version on npm. Every so often I try to reach for an npm library, only to find out that it's suboptimal, doesn't handle my edge cases, or just plain worse than the code I would have written. The last time I tried to do this, I wanted a hash map with custom equality functions on the keys, since JS doesn't have one built-in by default. I searched for about 2 hours and didn't find a single one that actually worked (several claimed to be, but actually didn't work...) So I wrote my own in about 100 lines. [0] Data structures and algorithms tend to be really awful on npm. [0] https://github.com/magcius/noclip.website/blob/master/src/Ha...
In The fastest object diff library in JavaScript
I took a very different approach for porting my WebGPU shaders over: I have far too many shaders to port (sometimes pretty massive ones! [0]), so I used Naga [1] at to runtime-translate my GLSL shaders to WGSL. I had to get involved a bit upstream to fix quite a few different bugs in the implementation, but once I got it working I was really happy with the result. It's quite fast, it compiles to a pretty light-weight WebAssembly module, and it works surprisingly well. [0] https://github.com/magcius/noclip.website/blob/e15f8045cf262... [1] https://github.com/gfx-rs/naga/
In Porting WebGL Shaders to WebGPU
I've experienced a 2x speedup when porting tight loops from JS to WASM. In my case, my tasks are decompression and texture decoding. I initially ported to C, and then ported to AssemblyScript, being careful to manually manage the memory along the way. The old code was also very "tight-loop" code that's just math, and no GC allocation, so it's not applicable to many people here yet, and it's possible that JS interpreters have improved since when I ported (GC behavior has gotten quite noticeably better in V8 in the last two years), but I'll take the speedups I can get. For comparison: Old TypeScript: https://github.com/magcius/noclip.website/blob/master/src/Co... New AssemblyScript: https://github.com/magcius/noclip.website/blob/master/src/as... Wrapper for WebAssembly execution: https://github.com/magcius/noclip.website/blob/master/src/Co.
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