{"type":"rich","version":"1.0","provider_name":"Transistor","provider_url":"https://transistor.fm","author_name":"Gaming Tech Brief By HackerNoon","title":"Why Web Game VFX Belongs in Git, Not in a Mystery Binary","html":"<iframe width=\"100%\" height=\"180\" frameborder=\"no\" scrolling=\"no\" seamless src=\"https://share.transistor.fm/e/b6e139ea\"></iframe>","width":"100%","height":180,"duration":365,"description":"\n        This story was originally published on HackerNoon at: https://hackernoon.com/why-web-game-vfx-belongs-in-git-not-in-a-mystery-binary.\nPlain JSON, deterministic exports, and CI validation can make particle effects reviewable parts of a web game codebase.\nCheck more stories related to gaming at: https://hackernoon.com/c/gaming.\n            You can also check exclusive content about #game-development, #javascript, #typescript, #web-development, #developer-tools, #git, #ci-cd, #open-source,  and more.\nThis story was written by: @tk-hiroshi. Learn more about this writer by checking @tk-hiroshi's about page,\n            and for more stories, please visit hackernoon.com.\nTreat VFX like source code: keep effects readable and version-controlled, validate them in CI, and generate reproducible runtime bundles.","thumbnail_url":"https://img.transistorcdn.com/BfMc-ZovSv4rGmZkeFGyHIHwikXuq6NLDmb3tagtH1I/rs:fill:0:0:1/w:400/h:400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9zaG93/LzQxMjcxLzE2ODMz/MTY1MTItYXJ0d29y/ay5qcGc.webp","thumbnail_width":300,"thumbnail_height":300}