INDEX // CASE FILESSYS.ID: VOID-RUNNERS
CASE FILE // 05CLASS: GAMESYEAR: 2024

void runners

Infinite procedural spatial maze runner optimized for mobile GPU architectures.

PLATFORM:Mobile Web (iOS / Android)/Desktop Web/Standalone PWA
// 01 · OVERVIEW

A fast-paced procedural obstacle engine featuring dynamic level streaming, voxel occlusion culling, and zero-allocation memory pooling tailored for power-constrained mobile viewports.

99.2%
FPS Stability
< 85MB
Memory Footprint
18 Max
Draw Calls
< 16ms
Frame Budget
// 02 · CHALLENGE

ARCHITECTURAL BOTTLENECK // CONSTRAINTS

Generating complex, non-repeating infinite course geometry on the fly while staying strictly under a 16.6ms frame budget on low-end mobile GPUs without garbage collection stutter.

// 03 · SYSTEM / ARCHITECTURE

SYSTEM DESIGN SUMMARY

Multi-threaded architecture isolating mathematical seed evaluation on background worker threads, feeding raw vertex buffers into WebGL without main-thread serialization.

ZERO MAIN-THREAD BLOCK

Worker Generation Thread

100% of mathematical seed calculations and noise functions offloaded to secondary CPU threads.

< 85 MB FOOTPRINT

Ring Buffer Allocator

Pre-allocated circular vertex buffer arrays preventing runtime garbage collection pauses.

18 MAX DRAW CALLS

Voxel Occlusion Culling

Frustum and horizon culling reducing scene draw calls to a maximum of 18 per frame.

DATAFLOW:Procedural Seed Generator → Background Web Worker → Transferable Buffer → WebGL VBO
// 04 · PROCESS
PHASE 01 // EXECUTION

Mathematical Noise Profiling

Benchmarked simplex and Worley noise generation to select optimal mobile arithmetic paths.

Noise performance matrixWorker pipeline test
PHASE 02 // EXECUTION

Zero-Allocation Buffer Pools

Replaced dynamic array instantiations with pre-sized TypedArrays and circular pool cursors.

Ring buffer libraryMemory retention profile
PHASE 03 // EXECUTION

GPU Shader Tuning

Authored screen-space raymarched atmospheric fog with zero texture memory lookups.

Custom fog vertex/fragment shaderLow-power mobile shader profile
PHASE 04 // EXECUTION

Device Emulation & Validation

Tested across 25 distinct mobile chipsets to certify 60 FPS thermal stability over 45 minutes.

Thermal profile logs60 FPS stability audit
// 05 · VISUAL OUTPUT
VISUAL_OUTPUT // SYS.VIEWER
INPUT_SYSTEMPOLL_RATE: 120 HZLATENCY: < 2 MSRUNTIME_CORE // void-runnersMEMORY: ZERO-ALLOC POOLSSHADERS: GLSL / WGSLTARGET: Mobile Web (iOS / Android)OUTPUT_SURFACEMETRIC: PROCGENSTATUS: SYNCHRONIZEDSYS.BLUEPRINT // Void RunnersCLASS: GAMES · YEAR: 2024
CANVAS: 1920x1080 (16:9)
COLOR: DCI-P3 GAMUT
PIPELINE: WebGL 2.0
STATUS: LIVE_READOUT
SUBSYSTEM_OUTPUT // 01void-runners / Voxel chunk streaming and occlusion culling visualization

Chunk-based generation maintaining locked 60 FPS across mid-tier mobile hardware.

// 06 · RESULT

PRODUCTION BENCHMARKS & VERIFICATION

Smooth 60 FPS maintained across 98% of tested mobile and desktop hardware with zero memory leakage over 45-minute continuous runs.

FPS Stability
99.2%
Memory Footprint
< 85MB
Draw Calls
18 Max
Frame Budget
< 16ms
// 07 · TECHNOLOGY
WebGL 2.0Three.jsWeb WorkersTypeScriptGLSLWeb Audio API
Core Engine & Shaders:Kyro Forge Mobile Graphics
Procedural Mathematics:Kyro Forge R&D
// 08 · NEXT CASE FILE
CLASS: XR·YEAR: 2024

holo gallery

Universal browser-accessible virtual museum with raytraced spatial audio.

REQUIRE CUSTOM ENGINE OR XR ARCHITECTURE?