There was an era of hybrid techniques in video games before it mostly went full real-time 3D. It gave interesting results, here is an example.
Looks like an interesting vector editor.
Ever wondered how to simulate 3D from 2D based primitives? Here is a nice experiment explaining how to approach it.
Nice graphic tricks when the hardware was harder to work with. It's amazing how much we could fit back then out of sheer motivation.
Looks like an interesting tool to have in the box for 2D effects on the web.
Good introduction to collision resolution inside of physics engines.
Interesting tricks for having good vector graphic based animations and collision detection.
Very very nice post. Explains from the basics how to build Bezier curves and patches but also Splines, B-splines, NURBS and Catmull-Clark subdivision surfaces. Talks about curvature, normals, etc. You name it.