The Two Big Questions
A startup journey can naturally be split into two phases, each driven by a different question: survival and then maybe scale.

This is the personal blog of Ben Houston (bio here), a 3D computer graphics software developer. For a quick overview of the work I am proud of, see my portfolio. I've worked on projects like Web3DSurvey, Three.js, Deadline, Krakatoa, and Exocortex VFX plugins. I'm also an entrepreneur, having founded Land of Assets, Threekit, Clara.io, Exocortex, and Frantic Films Software.
A startup journey can naturally be split into two phases, each driven by a different question: survival and then maybe scale.
I moved my projects from Kubernetes to Google Cloud Run because I did not want to pay for cluster operations, idle capacity, and job-running infrastructure.
Graph-based materials, while innovative and flexible, pose significant costs for run-time dynamic loading in Web and Games. We delve into these costs and propose alternative solutions.
Understand the background and potential future of the evolving Khronos glTF PBR material definition.
With Physically-based Rendering (PBR) becoming the new standard, we need a simple standard interchange format.