Alternatives
Products that do what AffineUI a 2 file C++ GPU/HTML5 UI that can replace Electron does
I thought this might be useful to C++ engineers working on games, graphics, content in C++ looking for a good lightweight html5 Electron style UI engine. AffineUI is deeply optimized and meant to run as close to 120hz as possible, but supports (most) of html5 and is easy to integrate with your app. It also is highly crash resistant using weakrefs, handles, etc. to avoid footguns. A zero-dep drop in lib that could be a cross between DearIMGUI and Electron. A full featured GPU accelerated html5 rendering engine you can drop into any C++ project with two files (cpp/h) that adds a gpu…
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Jun 2026 · github.com
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- 4XA
Jul 2026 · github.com
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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
- 6ZT
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/WebGL2/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/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
- 7WF
It's annoying having so many ML and GS training tools rely exclusively on cuda/nvidia . So for our open-source command-line gaussian splat converter/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
- 8HE
Hi HN, I’m working on an experimental 3D FPS game engine in C++20, aiming to deeply understand engine internals from first principles rather than just using existing frameworks. Currently I'm strictly following LearnOpenGL docs. This project focuses on: Entity-Component-System (ECS) architecture for high performance. OpenGL 4.1 rendering with a PBR pipeline, material system, HDR, SSAO, and shadow mapping. Modular systems: input, physics (Jolt), audio (miniaudio), assets, hot reload. A sample FPS game & debug editor built into the repo. Repo:…
Jan 2026 · github.com
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http://az.ht/ui/build/curr/window.html http://az.ht/ui/build/curr/datatable.html http://az.ht/ui/build/curr/tabs.html http://az.ht/ui/build/curr/layout.html http://az.ht/ui/build/curr/accordion.html Github: https://github.com/elgs/azui I have been working on these web ui components in the past few months. Now they seem to start working. I was not a front end developer. The reason I was determined to write these components is…
2018
- 11WP
This was my recent weekend project, aimed at teaching me JavaScript, a bit of HTML5, and (mostly) WebGL. The orbital data are from NASA JPL. I was inspired in part by this Flash app: http://www.dynamicdiagrams.com/wp-content/uploads/2011/04/orrery_2011_bce.swf, but wanted to do something in 3D. Coming from the games-dev world, this is my first introduction to web coding. The UI is jquery. I mostly used http://learningwebgl.com/blog for the 3D stuff. Being WebGL, it will work mostly on Chrome, Firefox 4 Beta. Forget about IE. I needed to figure out how to render text to the WebGL canvas - I…
2011 · solar-system-explorer.com
- 12OA
Thesys just open-sourced their generative UI rendering engine. Interesting timing given where Google a2ui and Vercel's json-render are headed. The difference worth noting: a2ui and json-render both treat JSONL as the contract between the LLM and the renderer. Thesys is betting that's the wrong primitive. Their engine uses a code-like syntax (OpenUI Lang) instead — LLM writes it, renderer executes it. The argument is that LLMs are fundamentally better at generating code than generating structured data, so you get cleaner output and ~67% fewer tokens. The broader vision seems to be a…
Mar 2026 · openui.com
- 13IB
After fine-tuning GPT for a personal project, I realized how tedious it is to write plain text in a massive JSON file. That's why I built this app for my own use, and I want to see if others could benefit from a tool like this as well ;)
2024 · finetuna-ui.com
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I've been specializing in UI for over a decade. Using code for UI is great but I always wished there was a more visual code to build apps and sites. So I went ahead and built it. Decided to build it with Compose Multiplatform since I work a lot with Kotlin. Currently exports to CMP as it was simpler due to the context switch. You can try it for free and export some apps
2025 · license.builtwithpaper.com
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I've been building a C++ tensor library that tries to bring the ergonomics of NumPy/PyTorch to native code. The main goals were: - Familiar API (operator overloading, method chaining, same function names) - Actual GPU acceleration via Metal (not just matmul, but all ops) - Cross-platform with SIMD on x86/ARM/RISC-V via xsimd - einops-style rearrange/reduce patterns It started because I wanted NumPy's API but needed to deploy on edge devices without Python. Ended up going deeper than expected (28k LOC+) into BLAS backends, memory views, and GPU kernels. Some things I'm…
Feb 2026
- 16AM
Hi, I work on this library because I like the simplicity of CGI and enjoy building things with C++. It is based on asio and my own implementation of FastCGI, and it works on both Linux and Windows. I have just released the new version and created a simple live demo that you can check out here: https://asyncgi-guestbook.eelnet.org
2023 · github.com
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Jul 2026 · github.com
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Earlier this year, I took a month to reexamine my coding habits and rethink some past design choices. I hope to rewrite and improve my FOSS libraries this year, and I needed answers to a few questions first. Perhaps some of these questions will resonate with others in the community, too. - Are coroutines viable for high-performance work? - Should I use SIMD intrinsics for clarity or drop to assembly for easier library distribution? - Has hardware caught up with vectorized scatter/gather in AVX-512 & SVE? - How do secure enclaves & pointer tagging differ on Intel, Arm, & AMD? - What's…
2025 · github.com
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GitHub: https://github.com/Sportinger/MasterSelects I built this Browser-based video compositor with a GPU-first architecture. No Canvas 2D in the rendering path — video textures go in as texture_external (zero-copy), compositing runs through a ping-pong WGSL shader pipeline, and export captures frames directly from the GPU canvas via WebCodecs. 39 GPU effects, 37 blend modes, nested compositions, keyframe animation with bezier curves, vector masks, 10-band live EQ, video scopes, and AI-driven editing via GPT function calling. 13 production dependencies. The compositor,…
Feb 2026 · masterselects.com
- 20CW
Hi HN, I built ChartGPU because existing webgpu libraries are paid-for libraries like Scichart. F that. Keep it, I'll just build my own and make it open source :) The problem: I needed to visualize 1M+ data points for [your use case]. ECharts, Chart.js, and others dropped to single-digit FPS. The solution: Built a charting library from scratch using WebGPU. Key features: - Line, area, bar, scatter, pie charts - LTTB downsampling on GPU - Real-time streaming support - ECharts-style declarative API - React wrapper included Live demo: https://chartgpu.github.io/ChartGPU/…
Jan 2026 · github.com
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Another HN Desktop client: https://github.com/spennihana/HackerDesktop Last weekend user westoncb posted[1] an app built in kotlin/swing[2]. A comment there mentioned that an electron app might be an interesting alternative, and here is the result of this last week's hackings. It uses the firebase API underneath and elm/electron to interact with kotlin via the spark-kotlin micro rest framework. The icns were made with Adobe Illustrator. The dmg unpacks to a whopping 250MB (since it packages the JRE in addition to all of the usual electron junk). video link:…
2017
- 22WR
I've built a package to use Raph Levien's Vello as a blazing fast 2D renderer for React on WebGPU. It uses WASM to hook into the Rust code
Jan 2026 · github.com
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Hi everyone, Please checkout compute.cx which is a simple cli interface for using on demand GPUs from RunPod and HotAisle. I created this because I really like the ease of modal.com for severless gpu access, but don’t always want to pay their markup. Compute.cx gives the same DX but on public on-demand GPUs like runpod and hotaisie. Please try it out, and write to me [email protected] for any questions/suggestions, or file a bug report on https://github.com/theoriclabs/docs.compute.cx Thanks! Harsh Gupta https://x.com/hargup13 P.S. BYOK AWS, GCP and…
17d ago · compute.cx
- 24VA
I built a lightweight Neovim GUI client for macOS. The goal was something simple — just render Neovim in a proper macOS window with multi-window support, like MacVim did for Vim. Features: - Metal GPU-accelerated rendering (falls back to CoreText) - Multi-window — each window is an independent Neovim process - Neovim's native tabline with Cmd+1-9 - Full IME support for CJK input - Standard macOS shortcuts work out of the box (Cmd+C/V/X/Z/S/W) - CLI launcher with gvimdiff support - Uses your system-installed Neovim — no bundled binary The whole thing was built in a…
Mar 2026 · github.com
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