Blog
Progress, decisions, and the occasional deep dive — written as we go.
Why we're building a game engine, a native app framework, and a full-dive headset — and doing all of it in the open.
wgpu, Rust, and the case for owning the whole rendering stack instead of renting someone else's.
How we got iteration down to milliseconds — change the scene, see it instantly — and why it changes the way you build.
The architecture that lets a single renderer drive a game engine, an app framework, and the hardware to experience them.