Onyx Engine
Onyx Digital had spent three years building the most performant browser-based 3D rendering engine in the world.
Their problem was marketing it. They had a boring, text-heavy website claiming they were fast, but no one believed them. They came to us because they realized that in the world of 3D graphics, you can't just tell people you are fast—you have to prove it by melting their browsers.
We accepted the challenge to build the ultimate technical flex.
We proposed building a marketing site that loaded a massive, procedurally generated 3D city that the user could interact with in real-time.
If we could pull it off at 60fps on a mobile phone, it would undeniably prove the superiority of the Onyx Engine to the entire industry.
This was the most technically complex architecture we ever deployed.
We compiled their core engine from Rust to WebAssembly (Wasm) for near-native execution speed in the browser.
To handle the insane physics calculations without lagging the UI, we utilized the WebWorker API to offload math to background threads.
The UI layer communicated with the Wasm instance via SharedArrayBuffers, entirely eliminating data serialization overhead.
The UI was intentionally minimal, serving only as a HUD overlay to the massive 3D environment. We developed a custom physics script that allowed the user's cursor to physically interact with the digital city. As users scrolled and clicked, buildings shattered, generating millions of particles in real-time. We used warning-label yellow (#F39C12) typography to give the site an industrial, high-performance aesthetic.
The launch shattered industry expectations. The site maintained a flawless 60fps on mobile devices despite the massive polygon count, blowing away the competition. It immediately won Site of the Day on Awwwards. More importantly, this interactive technical demo became their primary sales tool, directly converting enterprise clients who previously doubted the engine's capabilities.