Open, modular TypeScript game engine for WebGPU. Building next-gen real-time 3D & 2D experiences directly in the browser. ๐ฎโก
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This ocean runs live in your browser. ๐
Waves, foam and sky reflections, rendered with WebGPU in ForgeNG.
What would you build with it, @WebGPU?
#WebGPU#GameDev
@shoejaat Foot locking and stride fit are the parts I want to see under abrupt direction changes. Does ik01 keep a planted foot stable through a 180-degree turn, or release it early to prioritise responsive controls?
@ccallac7 With all three stages overlapped, how many frames can be in flight? I'd be interested in the input-latency trade-off as well as FPS, especially if simulation can get ahead of what the GPU is showing.
@basoner_dev Really nice work on the touchline details and the crowd. Iโm building an early browser football prototype in my own engine, and making the stadium feel alive is something Iโm still working on. Do your fans react to match events, or run ambient animations?
What can you build from a 2D platformer template?
We added wall jumps, interactive crates, three weapons, enemy AI and endless climbing with ForgeNG.
Start building: https://t.co/Q6EZSZUvy9
#GameDev#WebGPU
Create more, mainly. While building ForgeNG, I use AI to help with code, assets and audio. It lets me try ideas in a working browser game sooner. The hard part is still deciding what to keep and making everything work together. Whatโs something youโve built with AI that surprised you?
Thanks for the suggestion! Here, AI means the players' game logic. Each player has a 'brain' built on ForgeNG's finite state machine, gathering inputs from different radii/zones and choosing actions based on the surroundings, which team has possession, or whether the ball is loose.
Building a browser football game with ForgeNG. โฝ
2D sprites, eight-direction animations and a 3D-style presentation powered by WebGPU. AI teams play while commentary and crowd reactions follow the match.
Early prototype.
#GameDev#WebGPU#TypeScript
@Stiven_SRB ๐ That 3โ4 FPS makes it hard to leave culling off. Whatโs giving you the most trouble right now: objects disappearing when they shouldnโt, or the cost of the visibility checks themselves?
@Stiven_SRB Back home in Serbia we say โPolako, ali sigurnoโ โ โslowly, but surely.โ ๐
Thanks for clarifying the shared asset path. When you start World Render, what do you expect to be the biggest challenge: world streaming, culling, or draw-call overhead?
The interesting challenge for us is keeping the waves, sky, islands and changing camera views working together, while making the scene practical for mobile browsers. The ocean demo is our way of testing that in a world you can open from a link.
I saw youโre building Parry for mobile. What would matter most to you in a browser version: input latency, loading time, or keeping offline play?
This ocean runs live in your browser. ๐
Waves, foam and sky reflections, rendered with WebGPU in ForgeNG.
What would you build with it, @WebGPU?
#WebGPU#GameDev
@LuisBizarro The tab-audio input is the part I'd keep front and centre. Being able to use whatever's already playing makes this much more inviting than a visualizer with one demo track. A few saved presets would be fun for switching the mood mid-song.
@itsnex1s For the galleon, I'd try sampling the water at the bow, stern and both sides rather than following one point. It gives pitch and roll something to respond to. Is the ship already driven by the wave field, or is the rocking animated separately?
@wieslawsoltes The persistent virtual disk is the bit that caught my attention. Can you export it and pick up the same desktop in another browser, or is it tied to local storage? That would be a lovely way to share a tiny retro workspace.
@thommie99 A portfolio you can literally rummage through is a fun idea. How does picking up the polaroids translate to touch screens? I'd be curious whether you kept the flick gesture or gave mobile a simpler interaction.