01 · CV · 2026
Aura Arena
Live camera, turned into a competitive game — at 60fps.
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By Amit Chakraborty — Senior Software Engineer, Kolkata, India · Remote worldwide
At a glance
- Role — Founder · Solo Build
- Year — 2026
- Category — CV
- Team — Solo build
- Duration — 8 weeks
- Hard part — On-device ML + real-time multiplayer + PWA offline
The problem
Movement-intelligence gameplay only works if inference fits inside a 16 ms frame. Miss that budget and the camera stutters, scoring drifts, and the whole illusion breaks.
What I did about it
Ran pose, hand, and face landmark models simultaneously on-device via MediaPipe + WebGPU, kept the cloud out of the hot path, and pushed Gemini 2.0 Flash to the post-session analysis layer only.
The outcome
Sub-16 ms per-frame inference on mid-range phones, 1v1 multiplayer over Supabase Realtime, and a sub-2s TTI PWA that installs and plays offline.
Proved that browser-based real-time computer vision can rival native app performance — zero frames leave the device, zero servers in the hot path.
In detail
Aura Arena turns a live camera feed into competitive gameplay. MediaPipe pose, hand, and face landmark models run simultaneously on-device under a strict 16 ms per-frame budget — the moment that number slips, the game stops feeling like a game.
The architecture keeps the cloud out of the hot path. WebGPU handles real-time inference locally; Gemini 2.0 Flash is reserved for post-session analysis (form breakdown, coaching). Supabase Realtime carries 1v1 battle state.
Shipped as a PWA — sub-2s TTI on 4G, service-worker offline mode, IndexedDB sync. The build doubles as the R&D surface for the on-device CV I use across other projects.
Built with
MediaPipe · WebGPU · Supabase Realtime · PWA · Gemini 2.0
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- Vulcan Eleven — 50K peak DAU on real money — 60fps on ₹10k Android.