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Tech/TECH.002
Tech.002 · Real-Time Engines
Real-Time Engines

Game Development.

A 16-millisecond clockwork that never stops.

A game engine is just one ruthless loop: read input, update the world, draw it. Sixty times a second. Every. Single. Frame. The trick is doing meaningful work — physics, AI, animation, sound — inside that 16 ms budget without dropping a beat.

Frame
16.6 ms
Target
60–120 fps
Engines
Unity + Unreal
SYSGAME.LOOP
NETFIXED + RENDER
STATERUNNING
FRAME 16.6 ms
FPS 60
VSYNC ON
Live · Tick
RT
01 · The thirty-second version

What's actually happening every frame.

A game engine is, at its core, three lines of pseudocode running in a tight loop: process input, simulate the world, render the result. The miracle is that everything else — characters, physics, AI, networking, animation, sound — slots neatly into one of those three buckets and shares the same sixteen-millisecond budget.

Modern engines split the loop across hardware. The CPU handles game logic, AI, physics, audio and animation — the "what should happen" layer. The GPU handles rendering — turning thousands of triangles into pixels with lighting, shadows and post-processing, all in massive parallel. The two run in tandem, with careful synchronization to avoid waiting on each other.

The hardest part isn't writing the engine. It's budgeting within it: how much physics fits in 4 ms, how many lights the GPU can handle in 8 ms, when to drop quality so latency stays steady. Real-time isn't fast — it's predictable.

ENGINE.TICK
02 · The loop, broken down

Five steps, sixty times a second.

Each step has to finish in roughly 3 ms for a 60 fps target. Skip the budget — drop frames, and the player feels it instantly.

01
Input
Read mouse, keyboard, gamepad, touch, VR controllers. Polled or event-driven. Coalesced into the engine's input system.
02
Update
Game logic runs. Scripts tick. State machines advance. AI decisions are made. Animation timelines step forward.
03
Physics
Rigid bodies update. Collisions detected and resolved. Constraints solved. Often runs at a fixed timestep separate from render.
04
Render
Scene graph is culled, sorted, batched and submitted to the GPU. Shaders compute lighting, shadows and post-processing.
05
Present
Final frame swapped to the display. VSync coordinates with the monitor's refresh. Repeat 60 times per second.
03 · The toolkit

Engines, languages, pipelines.

Different jobs, different tools — from a 60 KB browser game to a fully-rendered VR walkthrough.

Engine · GP
Unity
Cross-platform from web to console. C# scripting. Best-in-class XR support.
URP · HDRP · DOTS
Engine · AAA
Unreal Engine
Cinematic-grade lighting (Lumen, Nanite). Blueprints + C++. Heavyweight.
Niagara · MetaHuman
Engine · Open
Godot
Free, MIT-licensed, GDScript. Light, fast iteration. Strong 2D pipeline.
GDScript · C#
Web 3D
Three.js
WebGL/WebGPU layer. Used everywhere on this site. JS-native, hackable.
Babylon · PlayCanvas
Pattern
ECS
Entity-Component-System. Data-oriented. Cache-friendly. Scales to thousands of objects.
Bevy · Flecs · Unity DOTS
Render
Forward+ / Deferred
Two pipelines for handling lights. Forward+ for transparency, Deferred for many lights.
Tile-based · Cluster-based
Physics
PhysX · Bullet
Industry-standard rigid body simulation. Ships embedded in most engines.
Havok · Box2D · Rapier
Net
Mirror · Photon
Multiplayer netcode. Lock-step, client-side prediction, server reconciliation.
FishNet · Netcode for GameObjects
04 · In the wild

Where we've shipped games.

Browser · Live
BUN-E Catcher & Runner
Two mini-games on the homepage, written in pure vanilla JS + Canvas 2D. No engine, no framework, no build step. 60 fps. Demonstrates that "game" doesn't always need Unity.
Vanilla JSCanvas 2DlocalStorage
Mobile · Brand
Branded mini-game campaigns
Short-form arcade-style games launched alongside product drops. Designed for sub-90-second sessions, leaderboard-driven, shareable. Built in Unity for cross-platform iOS + Android.
UnityDOTweenFirebase
VR · Training
Quest training simulations
Scenario-based VR experiences for client onboarding — full hand tracking, voice prompts, branching outcomes. Shipped as side-loaded apps via private store keys.
UnityXR ToolkitMeta Quest
Install · Interactive
Sensor-driven exhibits
Game-engine logic running on a kiosk PC, taking input from physical sensors (LiDAR, capacitive). Real-time visuals projection-mapped to a sculptural surface. Built with TouchDesigner + Unity bridges.
TouchDesignerUnityOSC
04.5 · Try it now

Live games on this site.

The first two are running on the homepage right now. The rest are placeholders for shipping cases.

Game · Browser
Try Live →
Live · 60 fps
BUN-E Catcher
Catch falling items, beat the high score — three lives, classic arcade loop. Pure vanilla JS + Canvas 2D. No engine, no framework. Lives on the Augma homepage.
Open the game
Game · Browser
Try Live →
Live · 60 fps
BUN-E Runner
Endless-runner. Tap to jump. Difficulty climbs with distance. High score persists in localStorage. Sub-50 KB of game code.
Open the game
Game · Mobile
SAMPLE PLACEHOLDER GAME.003 · UNITY · iOS + ANDROID
Coming soon
Pending — Drop App Store link
Branded mobile mini-game
Short-form arcade game shipped alongside a product drop. Replace with a App Store / Play Store badge + 30-second screen-capture once a campaign launches.
Add asset
Sim · VR
SAMPLE PLACEHOLDER SIM.004 · UNITY · QUEST 3
Coming soon
Pending — Drop trailer / install link
VR training scenario
Branching-scenario VR built in Unity for client onboarding. Replace this card with a 30-second trailer or sideload key once a build ships.
Add asset
Game-shaped brief?

Tell us the goal. We'll pick the engine.

Browser arcade, branded mobile, VR training, sensor-driven install — different games, different stacks. We'll match the right tool to your audience and budget within one business day.