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 build
Check it with: npm run validate:routes:all - Collision runs against a BVH, not brute force
Check it with: three-mesh-bvh — CollisionSystem - Audio is synthesized at runtime, with no samples to download
Check it with: src/audio/synth/* - Adaptive visual profile with a measured performance matrix
Check 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.