dreamlydia
.
01 ABOUT
02 PRODUCTS
03 CASE STUDIES
04 NOTES
05 SCRAPS
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EN
中
01
ABOUT
02
PRODUCTS
03
CASE STUDIES
04
NOTES
05
SCRAPS
Portfolio ↗
Resume ↗
EN
中
[ § 03 · WHAT I WRITE ]
Thinking in the
open.
Methodology, workflow, and craft notes. Not everything ties back to a product — some of it is just how I think about the work.
Translating Figma Component Properties into Code Props
A Figma property name is not automatically a prop name — a variant labeled Focus turned out to mean an open dropdown, and a shared Boolean meant two completely different things across variants.
figma-api
design-systems
2026.09
Engineering a Figma Design System into Production Assets
Turning a Figma design system into something maintainable means three separate layers — repeatable token extraction, a delivery model that matches what the team already runs, and a validation loop that keeps all three in sync.
figma-api
design-systems
2026.09
Event Binding Failures When Replacing 3D Models Dynamically
Swapping in a new model left every click-based tool dead except volume measurement — the model looked fine, but the framework had reused the old component identity, so pointer events never rebuilt around the new object.
dev-tools
3d-design
2026.09
Rendering Compatibility for User-Uploaded 3D Models
Rendering rules tuned for a fixed set of built-in models silently break on user uploads — a room scan exposed two hidden assumptions: that every face should render, and that every model needs scene lighting.
3d-visualization
3d-design
2026.09
Choosing Fixed, Hug, and Fill for Figma Components
The question isn't which sizing mode looks right — it's where the dimension actually comes from: content and padding, an external rule, or the parent container.
handoff
design-systems
2026.09
Adapting a 3D Gizmo for Desktop Interaction
The same Gizmo and picking layer carry over from touch to desktop unchanged — mouse input only adds hover, button roles, and an Escape-to-cancel on top of the existing state system.
3d-visualization
3d-design
2026.09
Structuring Actions and States in a Multi-Feature Interface
Merging five demos into one interface meant every button had to be classified by what happens before and after the click, not by how it looks — and both classification mistakes only showed up once real user flow was walked through.
3d-design
process-design
2026.09
Figma Variables: How I Set Up Variables in a Design System
A working reference for how variable collections, scope, numeric scales, and the primitives-to-semantic color chain are structured in this design system.
figma-api
design-tokens
2026.09
A Scalable Content Structure for a Static Demo Site
A prototype site that keeps growing needs one stable entry point more than one unified framework — a JS manifest handled every plain demo, and only the one that needed a build got its own source/output split.
dev-tools
process-design
2026.09
A Cost-Efficient Stack for Multiple Side Projects
A free tier's real limit isn't always traffic — two long-running Supabase projects had already used up the account's active-project quota before a third one ever needed real resources.
reference
pricing
2026.09
Occlusion for 2D Overlays in a 3D Scene
SVG outlines have no depth information, so dense cubes let rear outlines bleed through front ones — the fix wasn't smarter SVG, it was moving ordinary outlines back into the 3D layer that already has a depth buffer.
3d-visualization
3d-design
2026.09
From a Figma Design System to a Code Component Stack
Ant Design, Tailwind, Radix, and Framer Motion keep getting compared as if they were rivals — they're not, they sit at different layers, and separating them by responsibility is what actually decides a design-system stack.
figma-api
design-systems
2026.09
Local Re-rendering for a Touch Magnifier in a 3D Scene
Scaling up a screenshot only stretches pixels, not the camera projection — the fix re-renders a small local viewport instead, and the real trap turned out to be a mismatched aspect ratio.
3d-visualization
3d-design
2026.09
Optimizing HTML Overlays in a 3D Scene
Seven simple note overlays made camera rotation feel sluggish — the fix was routing per-frame position updates around React and swapping exact raycast occlusion for cheap orientation culling.
3d-visualization
3d-design
2026.08
Screen-Space Positioning for UI Controls in 3D Scenes
A delete button anchored with a world-space offset quietly collapsed into the model center in top-down view — the real bug was projection degeneracy, not a special top-view case.
3d-visualization
3d-design
2026.08
3D Model Loading Optimization
A 46MB model made a demo feel broken before it even loaded — the fix combined Draco compression and a Service Worker cache, because neither alone covered both the first and second visit.
3d-visualization
3d-design
2026.08
Touch Interaction for a 3D Gizmo
A desktop Gizmo built for a precise mouse breaks down on a phone — the fix was not a bigger control, but separating what you see from what you can actually hit.
3d-visualization
3d-design
2026.08
Camera Compensation After Model Scaling
When a model is rescaled, the camera has to follow — the real design problem was never the easing curve, but deciding why the camera is moving in the first place.
3d-visualization
3d-design
2026.08
Designing Whole-Item Movement for 3D Measurements
A duplicated measurement needs to move as one object — the real question was what the user should drag to do it, and why that choice matters more than it looks.
3d-visualization
3d-design
2026.08