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Products that do what A short walking sim based on 3DGS that runs in the browser does

Hi! I built a free short walking sim you that runs in the browser. I originally made this experience about 2-3 years ago in Unreal Engine. The resulting build was huge: over 6 GB to download in order to play for max 10 minutes. Needless to say there weren't that many people that ended up playing the game. Seeing the quality that's possible to achieve nowadays in the browser using gaussian splats, I recently got the idea to port it to a web-based experience. The result is that the whole game is a bit over 100 MB, and that's including about 20 MB of music and VO. Thanks to Spark's streamed LOD…

  1. 1IM

    I sometimes pick up random projects just because I can, this was one of those times. I made it as a week long project a while back this year but never shared here, so thought to go for it haha. I created a game inspired by Doom and the backrooms called The Backdooms under 2.4kb in minified html. (for reference, this entire post would be around 1.8kB haha) I had to use a not popular way of using GZip with Zlib headers (had to write my own script for compressing it, also in the repo) to eventually convert it a size 40 QR code that works right in your browser using Decompressionstream API. This…

    2025 · github.com

  2. 2IM

    I've posted this game here before, hopefully a repost is fine as the game has changed quite a bit (improved AI, improved mapeditor, much quicker gameplay, etc). Game is based on JavaScript/Canvas and WebSockets. On the browser side the map is pre-rendered (as a background image), just the mobile units/buildings and animations are dynamically rendered. The lobby server is made in node.js, but the game server is C++ for performance reasons (mainly the pathfinding). I found the C++ WebSocket libraries out there to be too difficult to use so I made my own based on the rfc. Overall I…

    2022 · battle-of-flags.com

  3. 3IV

    The video demo runs a 7b Model on a normal gaming GPU. I think it already works quite well (accounting for the limited hardware power). :)

    2024 · github.com

  4. 4AA

    This is a weekend project that spiraled out of control. I was originally trying to get Claude to play a ROM of the SNES SimCity. I struggled with it and that led me to Micropolis (the open-sourced SimCity engine) and was able to get it to work by bolting on an API. The weekend hack turned into a headless city simulation platform where anyone can get an API key (no signup) and have their AI agent play mayor. The simulation runs the real Micropolis engine inside Cloudflare Durable Objects, one per city. Every city is public and browsable on the site. LLMs are awful at the spatial stuff, which…

    Feb 2026 · hallucinatingsplines.com

  5. 5IS

    Hey everyone! Long time lurker, first time poster. I've just reached beta in my game BoxByte Lyte. -What is it- It's a free 3d arcade game for hardcore players that uses color matching in interesting ways. Also it's a one button game, well movement and one button. Cool huh? The final release will be free too. -What I need- This is a very challenging game, so I really need to balance the difficulty so that it's still hard but not impossible. It would be great just to hear your experiences of the game and how far in it you got. -Where can I report bugs?-…

    2015

  6. 6AR

    My background project for the last two years has been re-implementing my 2004 C++ shoot'em up game in TypeScript + WebGL, and it's finally done (just in time for the 20th anniversary!) Play the game online: https://nicollet.net/blog/darklaga/darklaga.html Technical article about the remake: https://nicollet.net/blog/darklaga/remake.html I have tested Firefox, Chrome and Edge on desktop and mobile (no access to a device capable of running Safari). It's amazing how much difference 20 years makes: the hardware is so much more powerful, the web…

    2024 · nicollet.net

  7. 7AS

    Hi HN! This is my first game — something I’ve always wanted to do. It’s a small browser game built with Phaser 3, React, and the phaser template (https://github.com/phaserjs/template-react-ts/). I made it in 2 days (like 8 hours in total real time) using gemini-cli. About 90% of the code was generated with AI, but I learned a lot by making fine tweaks. It only works on PC since it’s a typical WASD + R (reload) shooter. I’d love feedback on: - Gameplay (is it fun, too hard?) - Ideas for new features Thanks in advance! ps: I used cubes as a prototype, but now I kind of…

    2025 · cubic-zombies.pages.dev

  8. 8AH

    My wife and I recently submitted to a mobile game jam on Newgrounds (yes, it's still around). What started as a question of whether we could do it somehow morphed into whether we could do without so many of the seemingly needless complications rampant in our respective industries. My wife thus did all the art as traditional frame-by-frame animation (no puppets or tweening) and I preceded without a game engine. I did use a pre-processor that gives JS a Lisp syntax (Parenscript), because C-syntax is gross. We hope the end result, while definitely of small scope, will serve to inspire some…

    2022 · github.com

  9. 9RA

    Hi there, looking for feedback on my new project "Featherless.AI" The idea is to allow users to run all the models on hugging face instantly. Via the OpenAI API compatible endpoint. Why? Because its a real chore to download models and spin up GPUs, especially if you want to test multiple models. Not to mention GPUs cost multiple dollars an hour to rent. And if we want more people to use open source AI, we got to make it easier for them to try and play with all of them. So what if instead of spinning up dedicated GPUs per model (which is what every provider is doing) We can startup a LLM…

    2024 · featherless.ai

  10. 10IM

    https://coffeegameonline.com/game/arch-rush-3d this game is heavily inspired from the viral hyper casual mobile Game. in which play runs in a certain direction until the screen is tap and direction changes, I love this Game very much for lot of hours, of never-ending levels and increasing difficulty The arc-rush is also based on the same functionality. Were you have to jump through floating platforms by jumping over them and each platform is placed zigzag towards the forward direction of the player. You have to wait until an arc is moving towards the right platform. One…

    Apr 2026

  11. 11IV

    It took me about a week to vibe code this 3D game engine with Opus 4.6 that I intend to use as a replacement for Three.js and React Three Fiber in my browser MMORPG, Mana Blade. I was not expecting to be able to reach that point so easily, but pretty much every feature took somewhere between 30 minutes and 1 hour - 1 to 3 prompts on average. It is vibe-coded in the sense that I haven't looked at the code, but I am very careful with my prompts and constantly have Claude reviewing the codebase, looking for performance and code quality improvements. It can reach 2000 draw calls on recent…

    Feb 2026 · github.com

  12. 12AW

    I’ve spent the last few days prototyping a browser-based game engine stack designed for instant-load, "Roblox-for-Teens" style deployment. The goal is to lower the floor for AA indie devs who want high-fidelity physics and instant web distribution without the overhead of Unity or a heavy Godot export. The Stack Engine: A headless WASM/WebGPU implementation. I’m currently using custom flags and selective streaming to bypass standard browser memory and execution limits. Physics: I’ve ported Jolt (Guerrilla Games) but modified the solver to mimic the original Blam! engine (Bungie/Halo…

    Jan 2026

  13. 13IB

    I'm calling this "Vibe Discovery" — distinct from vibe coding because I didn't know the requirements upfront. Started with "make something with the accelerometer" and discovered through 6 iterations that I wanted a WebGL marble game. The interesting part was the dev setup: Claude Code running in Termux on a Redmi Note 9 (4GB RAM). The same-device feedback loop — code, test accelerometer, react, iterate — made rapid discovery possible in a way that laptop-to-phone deployment wouldn't.

    Jan 2026 · kikkupico.com

  14. 14WV

    Hey everyone, my friend and I created a GitHub Wrapped video for developers to showcase their activity on the platform in a more fun way. The implementation is open-source (https://github.com/rendleyhq/github-wrapped-2024) if you're interested in how it was built. To get a bit geeky, we used masks, keyframe animations, luma key shaders to remove the background from the confetti video, and some other techniques. Also, everything is rendered directly in the browser!! I'm curious to hear your thoughts on the rendering performance, especially if you're running this on your…

    2024 · rendley.com

  15. 15WM

    Just launched a very early beta of a multiplayer "FPS" made in WebGL using ThreeJS library. (possible to switch between FPS and 3rd person) Just a hobby project that I would love to get some feedback on, in order to see if I should continue working on it or not. Note; It will add the project to github as open source once I've spent some time cleaning up the code. URL: http://wizardwarz.nergal.se

    2014

  16. 16GE

    Hey HN! Sophia here from Glato AI. For the last 3 months, we've been heads down building a cutting-edge short video ads generator. We got the idea because creating UGC shorts for user acquisition is a massive pain. Hiring creators costs $100+ per vid and takes forever. So we thought, why not use AI to automate this? That's where Glato AI comes in - it's one of the most advanced AI workflows we've built. Just feed it a product URL and it'll analyze the details, find related media, understand what's being shown, write a script, create an expressive avatar, lay out each scene with b-roll and…

    2024 · glato.ai

  17. 17

    Instant-play browser battle royale. No downloads.

    Feb 2026

  18. 18IM

    Time-to-time, I create a simple small game I can play when I have a few minutes (wink-wink). Made with Angular (no particular reason other than it's the fastest way for me). Source: https://github.com/deejayy/huezz

    2024 · huezz.cv.co.hu

  19. 19AM

    Hi everyone! I'm one of the developers behind this project. I wrote it with my two brothers, Daniel and Ricardo. For years the three of us have been curious about how multiplayer games work, which is why we decided to work on this project. Our goal was to gain a deep understanding of how different players can share the same 3D space, which is why we wrote our own tiny game engine instead of using something like Unity. We wrote the engine using C++ and OpenGL, and we then compiled it to WebAssembly using Emscripten so that it would run effortlessly on web browsers. We are really excited about…

    2022 · play.moonlightmuseum.io

  20. 20AG

    Hey HN, I made https://linkians.com which is a game where all the action and state is contained in the url. The game involves taking care of little pets (emojis) that live in your url bar. Kind of like tamagotchi or sims. Feed them, play with them, and watch out for enemies! There's no server, just emojis in the url and client-side logic. Any linkians url using the supported emojis is a valid game state so you can save your game, or type out your own url and send it to a friend. I'd appreciate any feedback.

    2022 · linkians.com

  21. 21IV

    I recently made this game Doge Decimator with the websim team, and wanted to make a process video for the steps I took to make it in an AI-native platform! You can check out every single iteration the site went through from the links in the description :)

    2025 · youtube.com

  22. 22

    Hey HN, I built Bisecto (https://bisecto.com), a minimalist browser game with one simple mechanic, cutting (bisecting) a procedural 2D shape into two exact 50/50 halves with a single straight line. Confession: I got completely hooked watching those viral reels of people trying to cut fruits and vegetables into perfectly equal halves, and that was my inspiration for this game :D I've been writing code for 12+ years, but for this project I leaned heavily on LLMs to quickly spin up this game, I thought it's going to be quick, but it took me some time (around 2 weeks) to make the…

    17d ago · bisecto.com

  23. 23IB

    Hey HN, I'm Damiano Rodriguez, and I've been working solo on a project called Caisual Games. It's a free platform where anyone can create web games just by describing them with their voice. Here's how it works: You simply describe your game idea ("Make a cookie clicker game with 5 upgrades"), and the platform generates a playable web game in seconds using HTML and JavaScript. There's no coding required and no downloads needed—you can create and play directly in your browser. What's more, anyone can improve a published game, fostering a collaborative environment for game creation. The…

    2024 · caisual.com

  24. 24HL

    Hello Hacker News! I’ve been working on a side project that ports the entire Source Engine to run in the browser using Emscripten. (Yes, the same engine that powered Half-Life 2, Portal, CSGO, and more.) It’s still a work-in-progress some features are missing and the launcher is in development but core engine functionality is up and running. I’d love feedback, ideas, or contributions. If you’re curious, feel free to check it out, star it, or open a pull request! Here's the link to the source code - https://github.com/OrbitaStudios/LambdaComplexSource

    2025 · github.com

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