by Peter Müller
In this talk I'll try to explain some of the architectural reasoning behind the build system toolkit assetgraph and the build system that we built with it.
This will be the first in a series of talks, where we will look at different aspects of testing frontend work. This talk will be using Buster.JS, but the techniques discussed applies to most frontend testing.
In previous parts Richard has shown how a WebGL based 3D engine starts coming together, with support for a scene graph, loading and parsing external model files, and materials.
Many questions during previous sessions have been about performance, so this third talk will focus entirely on performance optimization in general, and how common optimization patterns are implemented in the engine.
20th September 2012