All systems
In productionreal-time engines2026

Breathline

Breathline is our games product and, incidentally, proof that the studio can fight for a 16-millisecond frame budget. An in-house engine over Three.js, deterministic bunny-hop physics, ghost replay, and ten maps validated headlessly: a simulator walks every route without rendering anything and fails the build if a map stopped being playable.

Stack

  • TypeScript
  • Three.js
  • three-mesh-bvh
  • WebAudio
  • Vite
  • Vitest

Receipts

No receipt, no effect.

  • The game is live and publicCheck it with: bhop.waitdead.com
  • Every map is validated without rendering before entering the buildCheck it with: npm run validate:routes:all
  • Collision runs against a BVH, not brute forceCheck it with: three-mesh-bvh — CollisionSystem
  • Audio is synthesized at runtime, with no samples to downloadCheck it with: src/audio/synth/*
  • Adaptive visual profile with a measured performance matrixCheck it with: artifacts/lane-h-perf-matrix.json

What we do not claim

It is a niche game and we pretend nothing else. We keep it because an in-house engine in production is the cheapest way we know to stay sharp on the frame budget.