News & Updates

Behind-the-scenes insights, development updates, and the latest news from our indie game studio.

Latest Posts

Catch up on the 9 most recent articles. Older stories live in the archive explorer.

Bridges Without the Quadratic Tax
November 9, 2025 WBG Perf Team
rendering performance

Bridges Without the Quadratic Tax

We split the z-order pass into bridge and building buckets so the renderer only compares objects that can actually overlap, killing an O(B × n) hotspot.

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Archive Explorer

November 2025

Loaded 6 stories.

Buildable Highlight Strings, Be Gone
November 9, 2025WBG Perf Team

Buildable Highlight Strings, Be Gone

We cached highlight coords and culled by viewport so buildable overlays stopped splitting "x,y" strings every frame.

renderingperformance
Taming BuildingRenderer’s Per-Frame Churn
November 9, 2025WBG Perf Team

Taming BuildingRenderer’s Per-Frame Churn

We memoized the building render list and swapped per-item scans for a destruction lookup set, turning O(n log n + n·m) churn into simple cached draws.

renderingperformance
Three Quick Wins for the Overlay Stack
November 9, 2025WBG Perf Team

Three Quick Wins for the Overlay Stack

Grid overlays, brush previews, and wood assets each stopped redoing the same per-frame work thanks to offscreen caches and WeakMaps.

renderingperformance
Bridges Without the Quadratic Tax
November 8, 2025WBG Perf Team

Bridges Without the Quadratic Tax

We split the z-order pass into bridge and building buckets so the renderer only compares objects that can actually overlap, killing an O(B × n) hotspot.

renderingperformance