The NixieFX blog
Guides, tutorials, and opinions on building HTML5 web games — and on making LLM coding agents do the heavy lifting.
NixieFX vs web particle systems: why NixieFX leads
A sourced comparison showing why NixieFX is the strongest overall VFX workflow for modern Three.js and PixiJS games, with the exact narrower cases where another tool fits better.
The F2P mobile game stack of the future is web
Why free-to-play studios are trading Unity for a web-native HTML5 stack — Three.js, PixiJS, NixieFX, Figma, SpacetimeDB, Capacitor, Capawesome — with LLM agent skills at every layer.
Your game-dev stack is AI-ready. Now make the whole studio AI-native.
NixieFX is one fast tool in a new stack. Wagglet is how the whole team turns ideas into prepared AI work, verified delivery, and finished games.
Holding 60 fps on the mobile web
Allocation is the enemy: hot-path rules, prewarmed object pools, texture atlases, draw-call budgets — and how to fix a stutter without quietly shrinking the game.
The future of mobile game development is the web
The short version of the argument: build the game as an HTML5 web app, wrap it with Capacitor, and deliver updates over the air with Capawesome.
PixiJS particle effects: juicing game UI with NixieFX
Build game UI in PixiJS v8 and wire real particle effects to buttons, reward popups, and screen transitions — authored in the free NixieFX editor.
Your first Three.js game: mobile-first, with real particle VFX
A tiny 3D web game from scratch — renderer, camera, game loop, touch input — then a real effect authored in NixieFX and played by its Three.js runtime.
NixieFX editor & runtime feature reference
Every emitter shape, module, material node, and rendering capability across the PixiJS and Three.js backends — organized like a manual, not a pitch.
Why I think the era of Unity/Unreal is over
A sharp three-year bet: the giant editor is now an iteration tax, MCP is an adapter rather than a cure, and LLM-native game development belongs on the web.