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Mobile Engineering / 3D Game RuntimeNative Release • September 2026

Endless Chase

Endless Chase is a native 3D pursuit game engineered for Android using Java 17 and libGDX 3D. It features a modular 3-tier architecture separating Android lifecycle management, a code-driven OpenGL ES 3.0/2.0 rendering pipeline with procedural track generation, a multi-state AI pursuit controller, and zero-allocation object pooling for smooth mobile frame rates.

01 • Problem Statement

Mobile 3D games frequently suffer from garbage-collection frame stutter, tightly coupled platform code, and rigid camera/input handling across diverse Android screen aspect ratios.

02 • Deployment & Runtime

Multi-module Gradle build producing native Android APK packages with automated unit test suites.

Integrations: OpenGL ES 3.0/2.0 • libGDX 3D & Scene2D • Android Lifecycle & SharedPreferences Bridge

System Architecture Pipeline

Layer 01 • Platform Shell
Android Module (Launcher & Lifecycle)

Immersive landscape window management, audio lifecycle, and persistence bridge

Layer 02 • Core 3D Runtime
OpenGL ES 3.0/2.0 + ModelBatch

PerspectiveCamera, directional lighting, environmental fog, and procedural tracks

Layer 03 • Simulation & AI
Spatial Physics & Chase AI Engine

Collision detection, multi-state AI pursuit, and ObjectPoolManager

Layer 04 • Input & UI
Pluggable Input + Scene2D UI

Swipe, drag, dual-zone touch, desktop fallback, and multi-aspect HUD

Architecture & Core Features

Architectural Layers
  • •3-Tier Modular Architecture (Android Shell, Core 3D Runtime, Data Bridge)
  • •OpenGL ES 3.0/2.0 Rendering Pipeline with ModelBatch
  • •Multi-State AI Pursuit Controller
  • •Zero-Allocation ObjectPoolManager
  • •Pluggable Touch & Gesture Input Abstraction
Core Product Capabilities
  • •Procedural 3D Track Generation & Dynamic Lighting
  • •Adaptive AI Pursuit with Evasive Maneuver Recovery
  • •Third-Person Chase Camera with Look-Ahead Prediction
  • •Swipe, Drag & Dual-Zone Touch Controls
  • •Responsive Multi-Aspect-Ratio Scene2D UI

Engineering Challenges & Solutions

Key Technical Challenges
  • •Preventing JVM garbage collection pauses during 60fps 3D rendering and collision checks on mobile devices
  • •Designing an AI pursuit controller that dynamically modulates speed, lateral tracking, and obstacle recovery
  • •Maintaining smooth third-person camera tracking during high-speed lateral evasive maneuvers
Implemented Solutions
  • Implemented an ObjectPoolManager and reusable vector/matrix math structures for zero-allocation game loops
  • Built a multi-state AI pursuit engine with catch-up modulation and evasive maneuver recovery
  • Engineered a lerped third-person chase camera with look-ahead prediction and rotation damping

Requirements & Technical Governance

System Requirements
  • • Architect a modular native 3D Android game separating platform lifecycle from core 3D simulation
  • • Maintain stutter-free frame pacing through zero-allocation memory management
  • • Support multiple touch steering paradigms and aspect ratios
Security, Performance & Observability
  • • Local sandboxed persistence with no external network permissions required
  • • Zero-allocation game loop utilizing ObjectPoolManager and pre-allocated math vectors
  • • Procedural track segment recycling to bound GPU and heap memory usage
  • • Deterministic core simulation unit tests executable via ./gradlew test

Verified Outcomes & Technology Stack

  • →Complete multi-module Android Studio & Gradle codebase with unit test coverage (./gradlew test)
  • →Decoupling the core 3D simulation from Android Context enables fast headless unit testing on the JVM
Java 17libGDX 3DOpenGL ESAndroid SDKGradle