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Engineering8 min read
Shipping WebGL Without the Jank
3D on the web lives or dies on frame budget. I treat 16.6ms as a hard ceiling, not a suggestion.
Techniques I lean on: instanced meshes, baked lighting over real-time where possible, aggressive quality tiers on weaker hardware, and pausing scenes entirely off-screen.
The goal is never 'can it run WebGL,' it's 'does it feel instant on the cheapest device someone might open the site on.'