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<title>surreality/src/graphics_scene.rs, branch main</title>
<subtitle>A game and rendering engine written in Rust. There are many like it, but this one is ours.
</subtitle>
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<updated>2026-08-06T23:49:10+00:00</updated>
<entry>
<title>move some modules into a new graphics submodule</title>
<updated>2026-08-06T23:49:10+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-08-06T23:49:10+00:00</published>
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<entry>
<title>state needed when rendering is now in its own struct</title>
<updated>2026-08-06T23:43:02+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-08-06T23:43:02+00:00</published>
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subdividing the lifetimes of all our various objects may feel questionable in general, but this particular division is a very natural one

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<entry>
<title>factor out the render commands into a new scene module</title>
<updated>2026-08-06T21:56:40+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-08-06T21:26:15+00:00</published>
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use push constants

this concludes the tutorial; there's now a bit of fairly obvious refactoring to do to group objects in a way that reflects when they're needed, which can be followed by building a real scene graph

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