Game loop
A fixed timestep simulation with interpolated rendering, so physics and progression are deterministic and independent of frame rate.
Solution
Games, simulators and interactive tools that run in a browser tab with no install, built on canvas rendering with a game loop that holds a steady frame rate.

Overview
A browser game or interactive experience reaches a person in one click. No store, no install, no update prompt. That makes it a good fit for marketing tools, training simulations, configurators and games with short sessions.
The engineering is different from an ordinary web application. A game loop runs continuously, state changes every frame, and the rendering path has to stay inside a frame budget on hardware you do not control.
We build these on canvas with a fixed timestep simulation, which is what keeps behaviour consistent whether the machine renders at thirty or one hundred and twenty frames per second.
Product and content teams delivering games, learning interactions or configurators directly in the browser.
Define the interaction loop, progression and device budget before choosing rendering technology. Separate simulation state from presentation. Save migrations and predictable input matter as much as the first visual impression.
Modules
A fixed timestep simulation with interpolated rendering, so physics and progression are deterministic and independent of frame rate.
Canvas drawing with layered surfaces, dirty region handling and sprite batching, staying inside a frame budget measured on mid range hardware.
A data oriented model for entities and systems, so adding content does not mean rewriting the loop.
Resources, upgrades, costs and progression curves defined as data and tuned separately from the code that runs them.
Time away computed on return from a trusted timestamp, with a bound so a clock change cannot be used to skip ahead.
Local saves with versioned migration so an update does not invalidate a player progress, and optional account backed saves.
Pointer, touch and keyboard input, remappable controls, a reduced motion mode and readable text at small sizes.
Sound effects and music with user gesture unlocking, per channel volume and a muted default where appropriate.
Session length, progression milestones and drop off points, so tuning is informed by behaviour.
Architecture
A typical implementation flow, with explicit responsibilities at each boundary.
Update game state on a controlled time step.
Draw only the required scene and maintain readable interface controls.
Save versioned progress and recover from interrupted sessions or incompatible updates.
Security and controls
Treat client saves as untrusted when they affect shared outcomes. Bound assets and memory use. Collect optional telemetry only with the required consent and provide keyboard and reduced-motion alternatives.
We select the final stack after reviewing your existing systems and operating requirements.
Security and IP practicesFit
FAQ
Often not. For two dimensional games and interactive tools, canvas with a purpose built loop produces a much smaller download and far more control over the frame budget than a general engine exported to the web.
Because tying simulation to frame rate makes behaviour depend on the machine. A fixed timestep with interpolated rendering keeps progression and physics identical everywhere.
For a single player experience, you largely cannot, and pretending otherwise wastes effort. Where it matters, progression is validated server side and the local save becomes a cache.
Yes, with input and layout designed for touch and the frame budget set from mid range mobile hardware rather than a development machine.
Yes. Simulators, scenario drills and configurators use the same architecture, with scoring and reporting attached.
From a content delivery network with a versioned manifest, so an update invalidates only what changed and a returning player does not download everything again.
Tell us where the current process breaks down. We can map the workflow, examine the integration requirements and define a practical scope for the build.