A web-based 3D engine written in C/C++ and compiled to WASM, built around WebGPU for tight memory and performance control. The project pairs a Data-Oriented, ECS-based core with an ImGui-driven editor for development and debugging.
The engine is an experimental R&D project rather than a production-ready product. It's still in active development, currently used to explore techniques (reflections, ambient occlusion, post-processing) and build WebGPU expertise that can later feed into higher-level tools like Three.js.
Not available yet since the project is still in development. The setup instructions will be added once a first usable build is ready.
12 december 2025
Added blit and post-processing effects: bloom, gamma correction, exposure, and dynamic multisample/resolution update.
24 november 2025
Refined ambient occlusion raytracing, speeding up the baking process by 87%.
14 october 2025
Implemented the Editor UI in C++ with ImGui for faster productivity. The UI includes a tree view, rendering modes (bounding box, wireframe, solid, textured), inspector attributes, plus a log and profiler.
I am considering a switch to a React-based interface for faster future iteration, however the communication with the core engine will be trickier.
4 september 2025
Added probe & planar reflections (in progress). I used a Kawase blur to blur the downscaled reflection render, however it's still fairly slow.
28 august 2025
Added Gizmo / lights / cameras UI.
5 may 2025
First attempt at ambient occlusion baking via raytracing. It's quite slow, and results are not good enough. Furthermore, baking AO directly on the model would require a UV editor, which means offering more mesh-editing control than the project's scope and timeline allow, so I am considering baking AO directly in Blender instead.
19 april 2025
Implemented shadow mapping.
23 march 2025
Basic geometry loading (glTF) with flat shading.








