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.
System Architecture Pipeline
Immersive landscape window management, audio lifecycle, and persistence bridge
PerspectiveCamera, directional lighting, environmental fog, and procedural tracks
Collision detection, multi-state AI pursuit, and ObjectPoolManager
Swipe, drag, dual-zone touch, desktop fallback, and multi-aspect HUD
Architecture & Core Features
- •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
- •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
- •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 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
- • 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
- • 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