Alternatives
Products that do what WebGPU FTW with Splat-Transform does
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.
- 1
- 2BB
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
- 3AW
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
- 4

- 5

- 6TR
Last week I wanted to quickly view some Gaussian splats which I had trained on a remote server that didn’t have any open ports or a display device. So I ended up downloading everything locally just to inspect the results This weekend I put together a terminal-based Gaussian splats viewer that renders directly in the terminal. It works over SSH and currently runs on CPU only and written in rust with claude code. I’ve found it to be pretty useful for quickly checking which .ply files correspond to which scenes and getting a rough sense of their quality. Along the way, I also wrote a small…
Apr 2026 · github.com
- 7RS
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
- 8KA
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
- 9AE
2016 · github.com
- 10ZT
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
- 11LL
After the incredible response to our launch of the first online CUDA playground, we have just shipped something we think all you GPU programming and ML enthusiasts will love. Introducing LeetGPU Challenges--the place to compete on writing the fastest CUDA kernels. We have problems like matrix multiplication, agent simulation, multi-head self-attention, with more dropping every couple of days! We have a lot of really cool things coming up, including support for PyTorch, TensorFlow, JAX, TinyGrad; Multi-GPU programs; H100, V100, A100 GPU options Give it a try and let us know what you think!
2025 · leetgpu.com
- 12GR
I'm continuing to improve my RunsOn tool for launching self-hosted runners for GitHub Action on AWS, this time with support for any GPU-enabled instance type from EC2, and using the official Deep Learning AMIs as the runner image. Much cheaper than the official GitHub Actions runners, and accessible on any GitHub plan.
2024 · runs-on.com
- 13IW
Jul 2026 · aidekin.com
- 14SS
We'd like to introduce HN to Spell, which is a tool for easily running ML/DL jobs remotely. As Deep Learning has grown we see engineers and researchers struggle to incorporate running on GPUs into their workflow. So we built Spell to be the easiest way to get code running elsewhere - like the bash '&' operator but for remote machines. Sign up for an account at https://web.spell.run/waitlist, which includes $300 in credits for GPU time. There's a waitlist, but we'll be approving accounts as they come in. Here are some of the features we really wanted and built into Spell:…
2018
- 15WR
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
- 16RP
I integrated a remote GPU execution backend into PyTorch through the same system that custom hardware accelerators get integrated into PyTorch. You can create a remote machine and obtain its CUDA device whenever you want to create or move tensors onto the remote GPU. machine = mycelya_torch.RemoteMachine("modal", "A100") cuda_device = machine.device("cuda") x = torch.randn(1000, 1000, device=cuda_device) y = torch.randn(1000, 1000).to(cuda_device) I made it reasonably performant by having most operations dispatch asynchronously whenever possible. For cases where slow performance is…
Oct 2025 · github.com
- 17WV
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
- 18

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…
16d ago · compute.cx
- 19AL
2019 · dev.to
- 20AA
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…
Jul 2026 · github.com
- 21CW
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
- 22LA
Learn, write, practice CUDA programming on LeetGPU.com, an online CUDA playground for anyone to write and execute CUDA code without needing a GPU and for free
2025
- 23AM
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
- 24VC
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/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
Ranked by how close each launch is in meaning, then by votes. Refine with a description →