---
title: "#rendering articles | Hashnode"
description: "My blog is on how to write a 3d renderer. I'd like to be able to tag my posts with either 'rendering' or '3d-rendering'"
url: "https://hashnode.com/tag/rendering"
---

Tag

# #rendering

171 posts · 18 followers

[Hao | PMNote](https://hashnode.com/@pmnote) · [2d ago](https://hashnode.com/posts/ai-companies-are-betting-on-games-which-five-directions-actually-matter-for-production-teams/6af4975324638ff6d7645ec0)

### [AI companies are betting on games. Which five directions actually matter for production teams?](https://pmnote.hashnode.dev/ai-companies-are-betting-on-games-which-five-directions-actually-matter-for-production-teams?utm_source=hashnode&utm_medium=feed)

TL;DR / Short answer AI companies are treating games as a main arena for deploying technology, not only as lab demos, and that pressure is likely to keep rising. Of the five directions in the original

17 min read · [pmnote.hashnode.dev](https://pmnote.hashnode.dev/ai-companies-are-betting-on-games-which-five-directions-actually-matter-for-production-teams?utm_source=hashnode&utm_medium=feed)

[J](https://hashnode.com/@jinch) · [Oct 24](https://hashnode.com/posts/building-a-reusable-webgpu-rust-engine-part-4-implementing-depth-buffering-and-a-post-processing-pass/6adcb34e940a4d04a922a2c2)

### [Building a Reusable WebGPU & Rust Engine: Part 4 — Implementing Depth Buffering and a Post-Processing Pass](https://data-generation.hashnode.dev/building-a-reusable-webgpu-rust-engine-part-4-implementing-depth-buffering-and-a-post-processing-pass?utm_source=hashnode&utm_medium=feed)

Upgrading to True 3DWith basic rendering working, the next milestone is rendering a proper 3D cube without visual artifacts like self-occlusion or inverted faces. To achieve this, our engine requires

4 min read · [data-generation.hashnode.dev](https://data-generation.hashnode.dev/building-a-reusable-webgpu-rust-engine-part-4-implementing-depth-buffering-and-a-post-processing-pass?utm_source=hashnode&utm_medium=feed)

[J](https://hashnode.com/@jinch) · [Oct 17](https://hashnode.com/posts/building-a-reusable-webgpu-rust-engine-part-3-implementing-a-3d-camera-system-hot-reloading-shaders/6ad3840ae3989394d69b31fd)

### [Building a Reusable WebGPU & Rust Engine: Part 3 — Implementing a 3D Camera System & Hot-Reloading Shaders](https://data-generation.hashnode.dev/building-a-reusable-webgpu-rust-engine-part-3-implementing-a-3d-camera-system-hot-reloading-shaders?utm_source=hashnode&utm_medium=feed)

It’s been a while since my last update! I received some great feedback and architectural suggestions, especially around asset loading and pipeline optimization. I plan to integrate those ideas step by

4 min read · [data-generation.hashnode.dev](https://data-generation.hashnode.dev/building-a-reusable-webgpu-rust-engine-part-3-implementing-a-3d-camera-system-hot-reloading-shaders?utm_source=hashnode&utm_medium=feed)

[J](https://hashnode.com/@jinch) · [Oct 6](https://hashnode.com/posts/building-a-reusable-webgpu-rust-engine-part-1-windowing-pipeline-architecture/6ac4f33418e2077f213b97ba)

### [Building a Reusable WebGPU & Rust Engine: Part 1 — Windowing & Pipeline Architecture](https://data-generation.hashnode.dev/building-a-reusable-webgpu-rust-engine-part-1-windowing-pipeline-architecture?utm_source=hashnode&utm_medium=feed)

Building a modular render engine or simulator template requires a clean separation between CPU-bound application logic and GPU-driven rendering pipelines. In this post, I will track the process of bui

3 min read · [data-generation.hashnode.dev](https://data-generation.hashnode.dev/building-a-reusable-webgpu-rust-engine-part-1-windowing-pipeline-architecture?utm_source=hashnode&utm_medium=feed)

[Atan](https://hashnode.com/@atangames) · [Sep 20](https://hashnode.com/posts/weekly-devlog-3-grid-based-builder/6aaf9de8818edac66d020f6b)

### [Weekly Devlog 3: Grid Based Builder](https://atangames.hashnode.dev/weekly-devlog-3-grid-based-builder?utm_source=hashnode&utm_medium=feed)

Unity mesh generation and urp lit gpu instancing

3 min read · [atangames.hashnode.dev](https://atangames.hashnode.dev/weekly-devlog-3-grid-based-builder?utm_source=hashnode&utm_medium=feed)

[Atan](https://hashnode.com/@atangames) · [Sep 13](https://hashnode.com/posts/weekly-devlog-2-lightning-clouds-and-effects/6aa65d4c0022d92150815888)

### [Weekly Devlog 2: Lightning, Clouds and Effects](https://atangames.hashnode.dev/weekly-devlog-2-lightning-clouds-and-effects?utm_source=hashnode&utm_medium=feed)

https://www.youtube.com/watch?v=1xvAbLunLTc In order to make the game feel better and have a proper test environment, I worked on some systems that improve the overall game feel. I worked on: Clouds

8 min read · [atangames.hashnode.dev](https://atangames.hashnode.dev/weekly-devlog-2-lightning-clouds-and-effects?utm_source=hashnode&utm_medium=feed)

[Shahbaz Ahmed](https://hashnode.com/@shahbazahmed) · [Aug 27](https://hashnode.com/posts/how-react-works-internally/6a907739de2f079d7a16d428)

### [How React Works Internally](https://fundamentalsofreact.hashnode.dev/how-react-works-internally?utm_source=hashnode&utm_medium=feed)

Virtual DOM, Reconciliation, and Rendering

11 min read · [fundamentalsofreact.hashnode.dev](https://fundamentalsofreact.hashnode.dev/how-react-works-internally?utm_source=hashnode&utm_medium=feed)

[Akash Yadav](https://hashnode.com/@akashyadav) · [Aug 4](https://hashnode.com/posts/the-ultimate-guide-to-rendering-in-next-js-ssr-ssg-isr-csr-ppr-cache-explained/6a715d4e09ec8db20cfc536d)

### [The Ultimate Guide to Rendering in Next.js: SSR, SSG, ISR, CSR, PPR & Cache Explained](https://blog.akashy.com.np/the-ultimate-guide-to-rendering-in-next-js-ssr-ssg-isr-csr-ppr-cache-explained?utm_source=hashnode&utm_medium=feed)

Learn how every rendering strategy in Next.js works with practical examples. Understand SSR, SSG, ISR, CSR, PPR, React Server Components, and unstable\_cache with real-world use cases.

8 min read · [blog.akashy.com.np](https://blog.akashy.com.np/the-ultimate-guide-to-rendering-in-next-js-ssr-ssg-isr-csr-ppr-cache-explained?utm_source=hashnode&utm_medium=feed)

[Donghwan Kim](https://hashnode.com/@cattus-astro) · [Aug 2](https://hashnode.com/posts/browser-rendering-optimization-en/6a6fc73f8826832480e32f65)

### [Browser Rendering Optimization](https://blog-cattus.hashnode.dev/browser-rendering-optimization-en?utm_source=hashnode&utm_medium=feed)

Analyzed a frame-drop issue during pinch zoom with Chrome DevTools and worked around a bottleneck between the CPU rendering pipeline and GPU compositing using a will-change hint.

7 min read · [blog-cattus.hashnode.dev](https://blog-cattus.hashnode.dev/browser-rendering-optimization-en?utm_source=hashnode&utm_medium=feed)

[Pranav Bakale](https://hashnode.com/@pranav1299) · [Jul 29](https://hashnode.com/posts/modern-rendering-strategies-from-blank-screens-to-streaming-architecture/6a69e051f499dc5bfb02f147)

### [Modern Rendering Strategies: From Blank Screens to Streaming Architecture](https://pranavbakale.hashnode.dev/modern-rendering-strategies-from-blank-screens-to-streaming-architecture?utm_source=hashnode&utm_medium=feed)

If you have been building with React over the last few years, you have likely noticed a massive shift in how we render applications. We went from sending bare bones HTML files to the browser to execut

4 min read · [pranavbakale.hashnode.dev](https://pranavbakale.hashnode.dev/modern-rendering-strategies-from-blank-screens-to-streaming-architecture?utm_source=hashnode&utm_medium=feed)
