Poisson Engine - 100,000 living entities at 60 FPS in a browser
The challenge
Prove that the browser can run serious agent simulations without a server, Unity or WebAssembly, if the data structures are designed for the GPU.

What I built
Poisson Engine is a browser simulation engine built around WebGPU compute passes, spatial partitioning and renderer fallback. It is a public technical proof, with live demos and architecture notes.
It demonstrates the kind of performance work I enjoy: measured, visual, constrained and honest about fallback paths.
Key engineering points
Eight-pass GPU pipeline with zero allocations during simulation.
Spatial partitioning adapted to flat GPU buffers instead of CPU tree structures.
Five levels of detail to keep foreground precision and aggregate distant density.
Automatic WebGPU to WebGL to Canvas2D degradation.
Similar technical risk?
I can help scope the risk, architecture and first deliverable.
A 30-minute first call is enough to see whether I am the right profile for the problem.
A similar challenge?
A system like this one to build? Let's talk.
I take on critical technical work — from scoping to production, no debt or lock-in once it's handed over. Fastest way to see if it fits: a 30-minute call.
I reply within 24h — often sooner.