nowfound

Alternatives

Products that do what A WebGPU-based browser engine with "Blam "-style physics does

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…

  1. 1WP
  2. 2IV

    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

  3. 3HI

    This is based on an approach I made for a very high performance message and video multiplexing server. The project died, but I'm glad I get to share the a basic version with some http test code now. I admit this is the second time I've tried to show this off here today; I posted earlier but it got lost when no-one was watching :(

    2011 · github.com

  4. 4AA
  5. 5AM

    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

  6. 6WF

    It's annoying having so many ML and GS training tools rely exclusively on cuda&#x2F;nvidia . So for our open-source command-line gaussian splat converter&#x2F;compressor, we decided to try WebGPU instead. It's working well so far and a single codebase runs on Linux, MacOS and Windows without too much fuss. This is mostly thanks to Google's dawn project <3. Eventually some of this could also run directly in the browser.

    Sep 2025 · github.com

  7. 7VM

    2015 · chromeexperiments.com

  8. 8VC

    Hi HN! Lifelong avid gamer here, hugely passionate about WASM and WebGPU. I firmly believe that these technologies will enable console and PC quality titles to be accessible through a browser, and with this, we'll need a new discoverability layer. Looking online, platforms like CrazyGames and Poki cater to a casual&#x2F;hypercasual demographic, and I couldn't find anything out there that was for me, a core gamer that typically uses Steam and consoles. So I vibe coded my own! It features WASM ports of classic games, as well as some indie Unity titles. The goal is to host mainly WebGPU titles…

    May 2026 · gameghost.manus.space

  9. 9AS

    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:&#x2F;&#x2F;github.com&#x2F;phaserjs&#x2F;template-react-ts&#x2F;). 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

  10. 10AP
  11. 11RA

    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

  12. 12WM

    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:&#x2F;&#x2F;wizardwarz.nergal.se

    2014

  13. 13WP

    2023 · webgl-particle-life.netlify.app

  14. 14IM

    Try it at: ssh krnl.duetbrowser.com No sign up, totally free - no download. Let me know what you think. Prior art exists (brow.sh) but I wasn't satisfied with their graphical take. I wanted the raw, old skool terminal days of the early internet - BBS, and old green phosphor library comptuers - but running the modern web, with all the bells and jingle jangle whistles (JavaScript, etc). No funding, no VC, just 100% raw terminal fun. Not sure how long the demo will last, but try it out.

    Jul 2026

  15. 15HL

    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:&#x2F;&#x2F;github.com&#x2F;OrbitaStudios&#x2F;LambdaComplexSource

    2025 · github.com

  16. 16KI

    I’m nervous, announcing this, as it isn’t ready to ship out to the general public yet, and I haven’t had any feedback at all from anyone, I’m out on my own here. I think this concept itself is kind of dismissed outright a lot too, and I understand why, I wouldn’t believe me either actually. But, I do believe this is very much worth your time to check out, I am not aware of anything else very much like it. I won’t repeat what is already written on the github README here, but some info: I am a successful semi-retired solo game developer, I have been making my own bespoke game engines since…

    Feb 2026 · github.com

  17. 17IM
  18. 18CQ

    I'm building a cozy multiplayer game engine (very early stages - just a few days in!) combining Elixir, Go, and Godot to achieve sub-50ms latency while maintaining a warm, welcoming feel. My architecture uses Elixir&#x2F;Phoenix for fault-tolerant session management, Go for high-performance game state sync (1ms tick rate), and Godot for client-side prediction. I've implemented lock-free data structures, SIMD-optimized physics, and binary protocols with delta compression. Quick note: the website&#x2F;login aren't functional yet - this is a work in progress! Here's my technical deep-dive into…

    2024 · tappygames.itch.io

  19. 19SW

    Jul 2026 · rottensteiner-stefan.github.io

  20. 20HP

    We're integrating with the awesome project Matter.js (http:&#x2F;&#x2F;brm.io&#x2F;matter-js&#x2F;) as a Physics engine for our HTML5 animation app. Here's a quick demo video showing it specifically in action: https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=LHI-hNjiors In developing, I'd often spend hours playing with it making complex rube goldberg setups and pinball machines :).

    2015 · tumult.com

  21. 21RS

    Hi HN! I've been hacking on this side project for the last month or two with the goal of making it dead simple to use cloud GPUs. I ran into this problem personally during the phd, and built my own tooling around it. I always thought it'd be fun to try to turn that tooling into a more general product... and bitbop.io is the result! All you have to do is run `ssh bitbop.io`, and you get your own personal dev GPU workstation in the cloud. Looking forward to hearing your thoughts!

    2024 · twitter.com

  22. 22IW
  23. 23KA

    Have you ever lost your mind at Desmos or Geogebra for occasionally being so god-damn slow and laggy? I have and, as a result, decided to make my own, GPU-accelerated (webgl2) graph plotter that renders equations, shaded plots, etc. with butter-smooth framerates. Equations we are used to think as unplottable (with usable real-time performance), like for example `e ^ (sin(x) * x ^ 2 * cos(y)) = cos(e ^ (x * y))`, will render just as smoothly [0] as something simple, like `y = x ^ 2`. Goals: * Rendering (almost) any equation without performance problems * Enabling acquiring new insights from…

    2023 · kaapporaivio.fi

  24. 24ZT

    Hi HN, I’ve been working on Zephyr3D, an open-source 3D rendering engine for the modern web, plus a visual editor that runs entirely in the browser. - Written in TypeScript - Supports WebGL&#x2F;WebGL2&#x2F;WebGPU - Comes with a visual editor that runs in the browser (no installation required) With the recent updates, a few things might be interesting to people here: Engine & rendering ------------------ - WebGL&#x2F;WebGPU abstraction with a TypeScript API - PBR rendering - Cluster lighting & Shadow Maps - Clipmap-based terrain for large landscapes - Sky Atmosphere & Height-based fog - FFT…

    Nov 2025 · zephyr3d.org

Ranked by how close each launch is in meaning, then by votes. Refine with a description →