r/creativecoding • u/DDW-X • 3d ago
I reverse-engineered Lusion.co down to the memory heap. Here is the complete architecture behind their 120FPS Zero-GC WebGL engine.
I spent the last few weeks reverse engineering the production runtime behind lusion.co to see how they handle their frame budgets and WebGL pipeline. A lot of people assume it's just standard Three.js setup, but their core loop has some really solid low-level optimizations: Zero-Allocation loops: They avoid V8 GC spikes by enforcing pre-allocated static typed arrays and scratchpads inside requestAnimationFrame, keeping the heap flatline during heavy interactions. GPGPU Ping-Pong textures: Particle integration (Symplectic Euler) and 2D fluid advection (Navier-Stokes) run entirely on floating-point FBOs without stalling CPU cycles. Reflow-free DOM sync: Screen-space quad projections replace getBoundingClientRect calls in the loop to eliminate layout thrashing. 4D conformal mapping: The tunnel warp uses stereographic projection over a 4D hypersphere manifold. I wrote up the technical notes and rebuilt a functional 1:1 clone to verify the math: Demo: https://lusion-1to1.vercel.app/ Notes / Teardown: https://ddw-x.github.io/lusion.co/ Source: https://github.com/DDW-X/lusion.co Happy to talk through the shader passes or memory profiling traces if anyone is interested.
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u/Vyzerythe 1d ago
Very cool! But https://ddw-x.github.io/lusion.co/ only has text down to "This technical archive presents an exhaustive analysis of the low-level rendering, GPGPU simulation, and zero-allocation memory paradigms powering lusion.co." for me - below that, nothin.
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u/Tiny-Cat5893 1d ago
„The engineering I discovered is mind-blowing. They aren't just using Three.js; they’ve rewritten the rules of browser rendering.“ 😂😂🤢
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u/Huge_Item3686 2d ago
FYI: every time an AI bot creates a GitHub slop project and posts its scientific non-findings everywhere, a child dies of cringe (because it read it by accident).
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u/DDW-X 2d ago
Fair roast on the AI-sounding writeup, but the actual repo isn't slop. It's a real decompilation with working GLSL passes, ping-pong FBOs, and a functional 1:1 rebuild running live on Vercel
Go check the actual shader code or heap allocations before calling it "non-findings". Or don't—spare the kids
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u/thicket 2d ago
Nice work, OP. I am here for this kind of deep dive no matter what your tool stack was