All projects
Game prototype / Performance engineering

Pixel Flow · Navigation caching and rendering

Uses fast approximate pathfinding, cache invalidation, batched rendering and observable counters to iterate on a mobile-oriented game prototype.

WORK & CONTRIBUTIONS

My work on this project.

01

Chose sufficiently fast approximate shortest paths, removed unnecessary overlap rules and required level behavior and visual effects to remain intact.

02

Uses distance fields, reachable boundaries and deletion logs, falling back to rebuilding on budget overflow or version discontinuities. Caches remain separate from authoritative game state.

03

Shared meshes and instanced batches are paired with draw/upload counters, alongside baked-lighting and animation decisions.

NEXT PROJECT

Arrows · Arrow rules, generation and gestures