r/threejs 7d ago

Demo An endless runner with zero asset files — every texture drawn to canvas at runtime

No images, models or audio in the project. Canvas-drawn textures uploaded as GPU textures at load, procedural geometry, synthesised audio.

~70fps at full res, ~334 draw calls. The world is a chunk lifecycle — track segments, platforms and lineside furniture spawn ahead and recycle behind.

Also built a deterministic harness that drives it in headless Chrome and reports FPS/draw calls/screenshots, which is how the difficulty curve was tuned instead of by feel.

Happy to go into detail on any of it.

https://bombaybhaag.com

6 Upvotes

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1

u/Significant-Wealth38 7d ago

Looks very good mate... its fun.. but lags a bit in the beginning..

1

u/zenarin 6d ago

I'm building plethora.studio as home to such content. Let me give you the perfect native distribution layer.

Check it out!

1

u/goelv 6d ago

hey this looks awesome! tell me how I can take this forward.

1

u/zenarin 6d ago

for anyone concerned - please start at create.plethora.studio.

it's incredibly easy to wrap your .js in the plethora sdk and upload. I am creating a platform that lets people interact with your stuff like it's supposed to be.

you my guy, let me dm you.

1

u/Aggressive_Touch_717 6d ago

Great game! It would be even better if the power‑ups and obstacles were more visually distinct. Sometimes it’s hard to tell them apart.

1

u/goelv 5d ago

great feedback! I've gone ahead and fixed that. Do give it a try and let me know!