TypeScript / WebGL engine

Vectorium Engine

A TypeScript and WebGL engine exploring how data layout and GPU instancing change the cost of rendering many objects.

The engineering question

A browser game may need to update and render many moving objects at once. The important question is not simply how many particles can appear on a screen, but which operations remain available to real game objects and where time is spent. Vectorium explores this boundary through a data-oriented entity system and rendering paths built around GPU instancing.

Arrange work for the machine

The documented general entity path combines a World and Scene model with typed-array storage. Its instanced renderer moves per-instance rotation, size, color and shape work into vertex processing instead of repeating corner calculations on the CPU. A specialized particle path makes different tradeoffs, including more uniform behavior and optional GPU-side physics. Those paths solve related but distinct workloads and should not be described as interchangeable.

Measure the actual path

The public repository includes benchmark harnesses and a discussion of GPU-synchronized timing. An internal frame counter may report CPU submission speed rather than completed graphics work, so it is an inadequate basis for a sweeping rendering claim. The source documents how its measurements were taken and identifies asymmetries between its shape rendering and rivals using textured sprites. A reproducible workload and a disclosed comparison are more useful than a standalone FPS headline.

How to read the evidence

This overview deliberately makes no universal speed ranking or hardware-independent entity-count promise. Browser, device, shaders, synchronization and workload all change the result. The repository is the place to inspect the harnesses, architecture and historical benchmark corrections before remeasuring on a target machine. The portfolio contribution is the connection between data layout, rendering design and measurement discipline, not the assertion that one engine wins every graphics workload.

Application screen