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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Salted Caramel Games blog</title><link>https://saltedcaramelgames.com/blog</link><atom:link href="https://saltedcaramelgames.com/rss.xml" rel="self" type="application/rss+xml" /><description>How Salted Caramel Games builds its games: architecture, performance, and what we measured along the way.</description><language>en</language><item><title>How Loot Hole went from Babylon Lite to a shared Rust core with three.js and wgpu</title><link>https://saltedcaramelgames.com/blog/loot-hole-rust-threejs-wgpu</link><guid isPermaLink="true">https://saltedcaramelgames.com/blog/loot-hole-rust-threejs-wgpu</guid><pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate><description>Babylon Lite and WebGPU, then three.js, then Rust and wgpu, in three weeks. The phone measurements behind each switch, and how one Rust game now runs in the browser and natively.</description></item></channel></rss>
