GLITCH_PROTOCOL
GLITCH_PROTOCOL is an infinite arcade game developed by Atomos Technologies, built as an in-house test of how far browser-based real-time rendering can be pushed on ordinary hardware.
What made this hard.
Browser games compete with native ones for perceived quality while running inside a sandbox with far less headroom.
An infinite runner has no level boundaries to hide loading behind, so everything must stream or generate without a visible pause.
Input latency is the difference between a game feeling responsive and feeling broken, and the browser adds latency at several points.
How we built it.
Procedural generation so content is unbounded without shipping unbounded assets.
Object pooling and aggressive draw-call batching to hold frame rate on integrated graphics.
Input handling tuned for the lowest achievable latency, measured rather than assumed.
Outcome.
Live and playable in-browser. Built in-house to establish what is achievable in the browser before recommending it to clients.
The rendering and performance work informs how we scope browser-based interactive projects.
We publish no performance or commercial metric we cannot substantiate. Where a figure is absent here, it is because we do not have one we can stand behind.
Services and stack.
Tell us what you are building.
Send the brief, the half-formed idea, or the problem you have not solved yet. We reply within 24 hours.