Dev ships Three.js iOS game in 17 days after four silent, hard-to-debug failures
A developer successfully published a Three.js game to the iOS App Store in 17 days across 247 commits, running inside a WKWebView via Capacitor with no network calls. Four critical issues nearly derailed the project, each failing silently without errors or logs, making each one resemble a different problem entirely. Offscreen rendering ran at 2.5 minutes per frame due to Chrome defaulting to a software rasterizer; switching to the Metal GPU backend brought performance to 38–60 fps with a single flag change. On iOS, WebKit silently kills the GPU process without firing the standard webglcontextlost event, requiring additional detectors — including a draw-call floor check — to reliably catch and recover from context loss. A StoreKit timing issue and a world-tiling modulo mismatch were among the other silent failures that demanded careful workarounds before the app could ship.
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