In real-time computer graphics, surface splatting is a more recent alternative to the venerable triangle mesh. The usual implementation draws points that are converted to quads in a geometry shader. Points are well suited to represent discs, avoiding some duplication of attribute data compared to triangles or quads. But since I usually hack in LÖVE, which as of version 11.3 lacks support for geometry shaders, points are off the table. In Gutter, I will at least initially use triangles. They are simpler and more compact than quads, while admittedly being more wasteful in terms of discarded pixels.