Systems Engineering6 min read

Dinodash: From Native C++ Game Engine to Web-Deployed System

How I built a multi-runtime system that compiles a native game engine to WebAssembly and runs in the browser.

C++RaylibWebAssemblySystems Design

Dinodash started as a low-level systems project: a real-time 2D game engine written in C++ using Raylib. The goal was to explore performance-aware graphics rendering, game loops, physics simulation, and state management.

Over time, it evolved into a multi-repo system spanning native execution, web deployment, and platform adaptation. It transformed a local desktop game into a browser-accessible interactive application.

Project Structure

Dinodash

Core C++ game engine (native runtime)

Dinodash-web

WebAssembly compilation + runtime bridge

Dinodash-play

Deployment, hosting, and browser integration

The Engineering Problem

Rather than treating this as "just a game project," I approached it as a systems engineering challenge:

How do you take a performance-sensitive native application and re-architect it for a fundamentally different runtime model (the browser) without losing determinism, performance guarantees, or structural clarity?

Core Engine Architecture

At the base is a traditional real-time engine with deliberate constraints:

Deterministic game loop

Consistent behavior across frames

Delta-time physics

Frame-rate independent simulation

Event-driven input

Responsive controls without polling

Separated render pipeline

Logic decoupled from visuals

The engine is data-oriented and minimal. There are no unnecessary abstractions and no deep object hierarchies. Logic is explicit, debuggable, and deterministic. This predictability becomes critical when porting to the web.

The Browser Challenge

The browser is not a native environment. It imposes fundamental constraints:

  • No direct system-level access
  • No native threading model
  • Event loop owned by the browser
  • Rendering mediated through Web APIs

This is where the architecture shifts from "game dev" to systems translation.

The Migration Strategy

Instead of rewriting the game in JavaScript, I used compilation + adaptation, not reimplementation.

// Native execution path
Engine → OS → GPU
// Web execution path
Engine → WASM → Browser → Web APIs → GPU

Same engine, same logic, same determinism. Just a different transport layer. This avoided logic divergence and ensured identical gameplay semantics across native and web runtimes.

The largest challenge was preserving frame pacing and input responsiveness under the browser's event-driven loop.

Design Principles

Engine Authority

The game engine remains the authoritative system. The browser is just a host, so there is no logic duplication across runtimes.

Determinism First

Fixed update patterns, consistent state transitions, no browser-driven logic ownership.

Platform as Adapter

Treat the platform as an adapter layer, not a rewrite target. Code structured for migration, not lock-in.

Technical Takeaways

System-level separation of concerns
Native vs browser runtime constraints
Explicit architecture boundaries
Engine portability across runtimes
Performance-aware update loops
Correctness under constrained execution

Dinodash reflects a simple philosophy:

"Build systems that survive environment changes."

Structure first. Systems second. Platform last.

Play Dinodash Now

Experience the game directly in your browser.