R&D — Milestone 1real-time simulation engine
Visield
A high-performance social simulation MVP rendering 50,000+ NPCs in real-time on an HTML5 Canvas — exploring frontend architecture for large-scale interactive systems.

simulation
50,000Entities @ 60fps
O(log n)Picking complexity
// problem
What we were asked to solve.
Browser-based interactive systems hit a wall around a few thousand entities — main-thread jank, O(n) picking, GC churn. Visield is the proving ground for a stack that holds 60fps when the entity count moves from thousands to tens of thousands.
// architecture
How it's put together.
- 01HTML5 Canvas as the render surface — no DOM nodes per entity, deterministic frame budget
- 02Web Workers for off-main-thread position interpolation — pan/zoom stays smooth under load
- 03Quadtree spatial partitioning for O(log n) point picking instead of O(n) brute force
- 04Universe switching (Main World ↔ Clone Branch) with deterministic memory cleanup
- 05Multi-panel HUD: Social Weather (sentiment gauges), Wiretap (thought logs), God Console
// stack
Next.js 15CanvasWeb WorkersZustand
// state
Shipped
- Milestone 1 — visual engine: 50k orb rendering, Web Worker interpolation, Quadtree picking, pan/zoom
- Multi-panel HUD shells (Social Weather, Wiretap, God Console)
- Mock real-time pipeline (mock-server.js)
Next up
- Milestone 2 — live Socket.io backend wiring
- LOD / culling pass for very-far-zoom states
- Memory-cleanup verification when switching universes under load
Building something similar?Two-week paid scoping. Written response in three working days.
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