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Brandon Jones

Personal blog · toji.devwebprogramming

Brandon Jones writes Toji.dev, a personal blog at toji.dev about web and programming. Since 2023, 7 different Hacker News readers have linked it 9 times, most often “Experimenting with Bindless Textures in WebGPU”. No feed was found, so read it on the site itself.

No feed foundVisit the blog
9mentions?
7HN people?
2023–2026first – last linked?
Links on Hacker News per year · peak 5 in 2026

Too few sampled comments (4) to say how often HN recommends it.?

Why HN links it

HN readers link Brandon Jones's blog for WebGPU and WebGL graphics programming, including a guide to profiling WebGPU on Windows with PIX and the WebGPU inspector extension.

Summarised by Claude from a sample of 4 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

Brandon Jones - Graphics and XR on the web

Most-linked posts?

  1. Experimenting with Bindless Textures in WebGPU
    3 people · 3 mentions · first linked 2026-10-07

What Hacker News says?

  1. tkzed49 · 2024-11-22Recommends
    I wish there were a good way to profile WebGPU code. I've seen this (very useful) article[1] on setting up PIX, but I'm ambitious. I want to see everything from draw call timings to flamegraphs of shader code. Right now I feel like the only way to write efficient WebGPU code is to deeply understand specific GPU architectures. I hope some day there's a dev tools tab that shows me I'm spending too much time sampling a…

    Comment linking /webgpu-profiling/pix.html

    on “What's Next for WebGPU”
  2. Submitted Experimenting with Bindless Textures in WebGPU as a story · 4 points

    HN discussion
  3. Author of the WebGL volume rendering tutorial [0] you mentioned in the readme here, great work! Working in WebGL/JS is nice since you can deploy it everywhere, but it can be really hard for graphics programming as you've found because there are very few tools for doing real GPU/graphics debugging for WebGL. The only one I know of is [1], and I've had limited success with it. WebGPU is a great next step, it provides…

    Comment linking /webgpu-profiling/pix

    on “Show HN: Volume rendering 3D data in Three.js and GLSL”
  4. Submitted WebGPU Error Handling best practices as a story · 2 points

    HN discussion
  5. I’ve been able to profile using PIX following this guide: https://toji.dev/webgpu-profiling/pix . The WebGPU inspector extension is fantastic as well

    Comment linking /webgpu-profiling/pix

    on “GPU profiling for WebGPU workloads on Windows with Chrome”
  6. Submitted WebGPU Best Practices as a story · 1 points

    HN discussion
  7. Sounds good! Yeah so I have no sophisticated tools, just guessed calculations done mostly at run time (add up how much do gpu compressed textures should take for a model, mesh+blendshape memory estimates, other data structures). And obv for audio and animations just ensuring what’s not needed is never in memory and just knowing how much the biggest ones cost. To come up with an estimate of an upper bound and obv wit…

    Comment linking /2025/03/03/experimenting-with-webgpu-in-webxr.html

    on “Rewriting a Commercial Engine in Jai”
  8. Submitted Experimenting with Bindless Textures in WebGPU as a story · 1 points

    HN discussion
  9. Submitted Experimenting with Bindless Textures in WebGPU as a story · 1 points

    HN discussion

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