Alternatives
Products that do what Zephyr3D – TypeScript WebGPU/WebGL 3D engine with an in‑browser editor does
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…
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Jun 2026 · github.com
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Three.js recently introduced TSL (Three.js Shading Language), a way to write shaders in pure JavaScript/TypeScript that compiles to both GLSL and WGSL. I built this editor to provide a visual interface for the tsl ecosystem. It allows developers to prototype shaders for WebGPU/WebGL and see the results in real-time. This is a beta release and I'm looking for feedback.
Jan 2026 · tsl-graph.xyz
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- 6FWFreeciv WebGL 3D▲105
2017 · play.freeciv.org
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Jun 2026 · glyphcss.com
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Grant Sanderson (3Blue1Brown) created Manim, the Python library he uses to make the math animations in his videos. We reimplemented Manim with the same Python API, but the implementation underneath is Rust, connected to Python through PyO3. The Rust code uses wgpu, so rendering happens on the GPU. To run it in the browser, we compiled the Rust parts to WebAssembly so the PyO3 extension loads in Pyodide. In the browser, wgpu targets the WebGPU API, so animations render in real time on your GPU through the browser. The editor is Monaco (the editor that powers VS Code) with a live preview:…
Jul 2026 · studio.academa.ai
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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
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2015 · github.com
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2019 · github.com
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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
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2018 · github.com
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2016 · play.freeciv.org
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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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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
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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
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2018 · github.com
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Image to 3D Model: Offline. Local. Portable.
Jul 2026 · triposplat-webgpu.vercel.app
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