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Matrix Engine WGPU – focus on mobile]

Matrix Engine WGPU – focus on mobile]

by zla·Jun 17, 2026·1 point·0 comments

AI Analysis

●●SolidNiche GemShip It

WebGPU game engine that actually runs physics demos on mobile browsers.

Strengths
  • Vanilla JS implementation avoids framework overhead for better mobile performance
  • Multiple working demos show physics engines like Jolt and Ammo actually functioning
  • Tested on 13-year-old hardware proves genuine optimization work
Weaknesses
  • Landing page lacks documentation and clear getting started guide
  • WebGPU game engine space already has Babylon.js and PlayCanvas
Target Audience

Web game developers targeting mobile browsers

Similar To

Babylon.js · PlayCanvas · Three.js

Post Description

Hi ,

I made 'MatrixEngineWgpu' webgpu engine in javascript ("The Beast" i added alias ;) ). Objective is full support for all browsers (with webgpu support) specially mobile browsers. I use vanilla js thats very important in context of performance. 2 years ago it was classic programming (without ai) but i involved ai in last 6 months. Thats not main subject.

I see in last yeasr that quality of web games are catastrophic even in promo videos i see buggy moments. Almost every webGPU examples or graphics+physics are very pure or not runnable on mobile devices. Theres also opinion that web can't produce high quality/performance app. Thats not true and that's i wanna to prove. My GraphicsCard is 13 years old and thats good when you make optimised stuff.

What is characteristics for "The Beast" in dev zone:

- Every feature is tested on mobile device and balanced to be on "edge". Must pass mobile render. - On linkedin i see every day some new features doned in one of major engines and i imitates/integrate intro project. - What ever i can do i avoid ai asking (i keep control under code) also AI never gives BEST solution on begin. I need sometimes 2-3 phases of optimisation. Some optimisations concepts i learned from ai. - Usually engines give best quallty - matrix engine is downgraded by default in the name of performance. - Must be easy to use

This is not full list but generally all main featureas are here,

Done list []

Draw loop per pipeline not per mesh (PipelineManager) with share material. Power optimisation. Support for 3D objects and scene transformations. Ammo.js, cannonES, matterJS && Jolt Physics libs integration (app<->bridge<->worker). Physics use webworkers by default. Networking with Kurento/OpenVidu/Own middleware Nodejs -> frontend. Bloom post processing. HZB post processing. Scene Culling feature. Based on the shadowMapping sample from webgpu-samples. Web GUI(online) Editor [app exec graph] with Visual Scripting (Named: FlowCodexVertex). Web GUI(online) Editor [shader graph] with Visual Scripting (Named: FlowCodexShader). Dynamic shadow cast (done also for skinned meshes). VertexShader displacment (done also for skinned meshes), nice for water effect. Basic flow for AI Graph Generator - Simple tasks passed for now with ollama platform. Open account/open-source/free-service-quota. ProceduralMesh objectScene entity with options for vertex morph - Shadows following morph blend.

Interest feature : - All physics engines runs in worker by default - I added visual scripting (app level & shader level) - AI tool for generating app graphs

Source: https://github.com/zlatnaspirala/matrix-engine-wgpu Demos: https://maximumroulette.com/apps/webgpu/examples.html

Enjoy and star if you like it !

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