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Rune Run gameplay — the runner sprints down the stone path, driven entirely by on-device pose tracking

How CamPlay Tracks Your Body Without Uploading a Single Video Frame

A technical walkthrough of CamPlay’s on-device pose pipeline: MediaPipe pose landmarks in WebAssembly, what runs where, and how to verify no video leaves your browser.

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A detected jump in Rune Run — leaping a river gap under a low beam

How CamPlay Detects Jumps, Ducks and Jogging From Pose Landmarks

The signal engineering behind CamPlay’s motion controls: shoulder-width normalization, adaptive references, and why jogging is detected from your arms, not your legs.

Holding a speed tuck in Ski Slalom — a real squat hold, credited at 4 METs

Estimating Calories From a Webcam: How CamPlay’s Tracker Works

From pose signals to kilocalories: the MET integration loop, the anti-cheat rules, and the accuracy trade-offs of estimating energy burn from camera movement alone.

Dino Dodge’s three.js canyon — one of five games driven by the same pose engine

Building Motion-Controlled Games for the Browser: CamPlay’s Architecture

How five webcam games share one pose engine: the input/game boundary, budgeting a 3D renderer against ML inference, and multiplayer that syncs a race with a random seed.

Sprinting on a green light in Red Light, Green Light — real jogging a wrist tracker would credit too

Webcam Games vs Fitness Trackers for Home Cardio: an Honest Comparison

A camera sees your whole body but not your heart rate; a wrist tracker is the opposite. Where each one actually helps a home cardio habit — from the team building the camera side.

Simon says run — burst-interval movement that lands in the moderate-intensity band

Do Active Video Games Count as Real Exercise?

What exercise science says about exergaming intensity, when a game session genuinely counts toward activity guidelines, and how to tell — measured against CamPlay’s own games.