One arena. Nothing beneath.
A custom gray-stone fighting platform, etched with concentric runes above the abyss. Ten fighters. A voxel colosseum. Endless rematches.
Building the colosseum
Preparing 20 character GLBs + 4 Sandbox blocks…
Rolling last 300 samples. 60 FPS has a 16.7 ms frame budget. CPU time covers this demo’s update + render submission, not total CPU usage. CPU and GPU work overlap; do not add their timings. GPU timing may be unavailable. Heap excludes GPU memory and can include other page contexts; counts are not memory sizes.
Manual spell controls and technical notes
Disable endless combat for manual casts. Healing targets a wounded ally, shields protect the caster, and damage targets living opponents. Simplified demo stats are not the live arena’s balance rules. A round restarts after a victory or a 90-second time limit. Both model versions stay in memory; idle optimization reduces draw/update work, not retained original memory.
Model and effect resources are warmed before fighting. No additional model downloads per cast or rematch. Pausing or hiding the page stops simulation; hidden time does not count toward performance. Original attack clips stand in for casting animations.