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    <title>技術研究所すーさん / SusanLab</title>
    <link>https://blog.susan-laboratory.workers.dev/</link>
    <description>技術研究所すーさんは、グラフィックスとエッジ環境まわりの実験ノートです。記事はすべて、その場で遊べるデモとセットで公開しています。</description>
    <language>ja</language>
    <item>
      <title>WebGPU のコンピュートシェーダで 10 万粒子を動かす</title>
      <link>https://blog.susan-laboratory.workers.dev/column/webgpu-compute-particles/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/column/webgpu-compute-particles/</guid>
      <description>ストレージバッファのレイアウトとワークグループ分割の勘所を、実際に動く最小コードで確かめます。</description>
      <category>WEBGPU</category>
      <pubDate>Sun, 02 Aug 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>Driving 100k particles with WebGPU compute</title>
      <link>https://blog.susan-laboratory.workers.dev/en/column/webgpu-compute-particles/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/en/column/webgpu-compute-particles/</guid>
      <description>Buffer layout and workgroup sizing, checked against a minimal running example.</description>
      <category>WEBGPU</category>
      <pubDate>Sun, 02 Aug 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>Cloudflare Workers で静的ブログを配信する構成メモ</title>
      <link>https://blog.susan-laboratory.workers.dev/column/workers-static-blog/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/column/workers-static-blog/</guid>
      <description>Astroの静的出力をWorkers Static Assetsへ。GitHub・Workers Buildsとローカル検証の役割を整理する。</description>
      <category>WORKERS</category>
      <pubDate>Fri, 24 Jul 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>Serving a static blog from Cloudflare Workers</title>
      <link>https://blog.susan-laboratory.workers.dev/en/column/workers-static-blog/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/en/column/workers-static-blog/</guid>
      <description>Astro static output, Workers Builds and local validation: how this repository is organised.</description>
      <category>WORKERS</category>
      <pubDate>Fri, 24 Jul 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>InstancedMesh で描画コールを 1/200 に減らす</title>
      <link>https://blog.susan-laboratory.workers.dev/column/instanced-mesh-draw-calls/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/column/instanced-mesh-draw-calls/</guid>
      <description>同じジオメトリを大量に置くときの定石。属性の持たせ方とフラスタムカリングの落とし穴について。</description>
      <category>THREE.JS</category>
      <pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>Cutting draw calls 200× with InstancedMesh</title>
      <link>https://blog.susan-laboratory.workers.dev/en/column/instanced-mesh-draw-calls/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/en/column/instanced-mesh-draw-calls/</guid>
      <description>The standard move for repeating geometry — attribute layout and the frustum-culling trap.</description>
      <category>THREE.JS</category>
      <pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>20 秒で終わるゲームを作るときの設計</title>
      <link>https://blog.susan-laboratory.workers.dev/column/twenty-second-game-design/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/column/twenty-second-game-design/</guid>
      <description>小さいループほど、入力の手触りが全てになります。判定・演出・音の優先順位を整理しました。</description>
      <category>GAME</category>
      <pubDate>Sun, 28 Jun 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>Designing a game that ends in 20 seconds</title>
      <link>https://blog.susan-laboratory.workers.dev/en/column/twenty-second-game-design/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/en/column/twenty-second-game-design/</guid>
      <description>The shorter the loop, the more input feel is everything. Priorities for hit detection, feedback and sound.</description>
      <category>GAME</category>
      <pubDate>Sun, 28 Jun 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>WGSL のバインドグループを整理する</title>
      <link>https://blog.susan-laboratory.workers.dev/column/wgsl-bind-groups/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/column/wgsl-bind-groups/</guid>
      <description>パイプラインが増えても破綻しないバインドグループ設計を、失敗例を交えて。</description>
      <category>WEBGPU</category>
      <pubDate>Mon, 15 Jun 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>Organising WGSL bind groups</title>
      <link>https://blog.susan-laboratory.workers.dev/en/column/wgsl-bind-groups/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/en/column/wgsl-bind-groups/</guid>
      <description>A bind-group layout that survives a growing pipeline count — including how I got it wrong first.</description>
      <category>WEBGPU</category>
      <pubDate>Mon, 15 Jun 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>requestAnimationFrame と入力遅延の実測</title>
      <link>https://blog.susan-laboratory.workers.dev/column/raf-input-latency/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/column/raf-input-latency/</guid>
      <description>ポインタイベントから描画までの経路を計測し、体感差がどこから生まれるかを切り分けます。</description>
      <category>PERF</category>
      <pubDate>Tue, 02 Jun 2026 00:00:00 GMT</pubDate>
    </item>
    <item>
      <title>Measuring input latency in rAF loops</title>
      <link>https://blog.susan-laboratory.workers.dev/en/column/raf-input-latency/</link>
      <guid isPermaLink="true">https://blog.susan-laboratory.workers.dev/en/column/raf-input-latency/</guid>
      <description>Timing the path from pointer event to pixels, and isolating where the felt difference comes from.</description>
      <category>PERF</category>
      <pubDate>Tue, 02 Jun 2026 00:00:00 GMT</pubDate>
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