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Ether — Real-time WebGL Engine

The custom WebGL engine and dev toolkit behind every TakeTwo site — a persistent-canvas scene engine, a postprocessing + shader stack, and a live in-browser parameter studio.

Client
In-house toolkit
TakeTwo role
Engine + tooling architecture
Date
2026
Ether — Real-time WebGL Engine

The problem

Premium real-time 3D usually means rebuilding the same scaffolding every project — render loop, quality scaling, postprocessing, scene transitions — and tuning every material by editing code and reloading. That does not scale across client work.

The approach

Ether is a reusable engine: a SceneManager and a persistent-canvas router that keeps one WebGL context alive across page navigations, GPU-tier auto-detection with per-tier quality, a bloom + dither postprocessing composer, and a shader/material system for the iridescent extruded type. On top sits a bespoke ?tweak parameter studio — live sliders, HSV color pickers, XY-pads and read-only monitors bound straight to the scene and engine, with undo, presets, and one-click export back to source constants. (The image is that panel, live, over the engine-rendered hero.)

Highlights

  • A SceneManager + persistent-canvas router — scene-per-route on a single GL context
  • GPU-tier auto-detection driving per-tier quality (MSAA, DPR, effects)
  • A live ?tweak parameter studio with undo, presets, and export-to-source — code-split to zero bytes until opened

Results

  • One engine powers the whole site — home, work, and every service page
  • Live in-browser art direction — no edit-reload loop to tune a material
  • Code-split: the dev panel ships zero bytes unless you open it
  • GPU-tier scaling from low-end mobile up to desktop

The same engine and rigor go into every site we ship — this is the foundation, not a one-off.