A WebGPU-based browser engine with "Blam "-style physics
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…
What it does
In the maker’s words, at launch
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 1-3). It successfully replicates that specific "physics chaos" (unstable vehicle momentum, grenade jumping) that modern rigid-body sims often feel too "clean" to capture. The "Vibe Console": A React-based no-code layer on top of a Godot web-editor clone. It uses an LLM-backed (Claude) interface to allow real-time engine modifications via natural language—essentially mapping prompts to engine dials and knobs. The Vision I want to build a platform where casual/semi-competitive party games launch instantly upon page load. No installs, no long loading bars. I’m launching with three open-source "proofs of concept": A Halo 2-inspired multiplayer arena. A Simpsons Hit & Run style driving sandbox. A 3D "Mousetrap" physics runner. Why I’m posting here I’m a bootstrapped guy with a previous 10x SaaS exit and a light background in PDEs. While I’ve "vibe-coded" the current architecture into existence, I’m looking for a lead systems engineer who lives and breathes low-level optimization. I have the capital and gtm know how, but I need a partner who can help me harden the WebGPU pipeline and ensure the "Vibe Console" doesn't create unmaintainable technical debt. I’d love to hear the community’s thoughts on: The viability of WebGPU for high-fidelity physics at scale in 2026. The "Blam!" physics approach—is there a better way to simulate retro-instability than modifying Jolt's constraints? If you’re a cracked engineer who wants to build the next-gen web gaming substrate, let’s talk.
Does the same job
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Launched alongside, January 2026
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Hey HN! I wanted to share something I built over the last few weeks: isometric.nyc is a massive isometric pixel art map of NYC, built with nano banana and coding agents. I didn't write a single line of code. Of course no-code doesn't mean no-engineering. This project took a lot more manual labor than I'd hoped! I wrote a deep dive on the workflow and some thoughts about the future of AI coding and creativity: http://cannoneyed.com/projects/isometric-nyc
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Automatic AI-powered code reviews the moment you open a PR
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