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vintagedon/webgpu-projects-2026

WebGPU Projects 2026

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Interactive WebGPU compute and rendering demos with a shared neon UI toolkit, deployed as a single portfolio site.

A collection of GPU-accelerated browser demos exploring compute shaders, particle systems, fluid simulation, evolutionary artificial life, and 3D rendering through raw WebGPU. Each demo shares a reusable harness (device init, render loop, buffer management) and a neon-styled control surface (sliders, toggles, metrics panels). Deployed at webgpu.donfather.dev via Azure Static Web Apps.


Overview

The site uses a consistent two-pane layout across all demos. A persistent left panel (15-20% width) displays the demo name and live telemetry: FPS sparkline, compute/render pass timing, entity counts, and buffer memory usage. The remaining viewport is the simulation canvas. A flyout sidebar provides parameter controls (sliders, toggles, presets) using neon-styled components derived from an HTML/CSS asset pack.

The GPU compute harness and UI toolkit are the shared foundation. Each demo imports them, brings its own WGSL shaders and simulation logic, and produces a self-contained interactive experience. The harness handles device acquisition, WebGPU feature detection with graceful fallback, canvas resize, and frame timing instrumentation.


Project Status

Area Status Description
Documentation Standards ✅ Complete Tagging strategy, templates, style guide
One-Pager ✅ Complete Architecture, layout, demo roadmap
Core Harness ⬜ Planned Device init, canvas, render loop, buffer utilities, timing
UI Toolkit ⬜ Planned Neon slider, toggle, segment, metrics panel, flyout
GPU Particle Playground ⬜ Planned Foundation demo: harness + UI toolkit proving ground
Portfolio Demos ⬜ Planned Four primary demos (see roadmap below)
Azure SWA Deployment ⬜ Planned Custom domain, static file hosting

Architecture

Component Implementation Purpose
Core Harness TypeScript (src/core/) WebGPU device, canvas, render loop, buffers, timing
UI Toolkit TypeScript + CSS (src/ui/) Neon-styled controls: sliders, toggles, panels, flyout
Demos TypeScript + WGSL (src/demos/) Per-demo simulation logic and shaders
Build Vite multi-page Each demo gets its own HTML entry; shared imports from core
Deploy Azure Static Web Apps Static files at webgpu.donfather.dev

Demo Roadmap

Foundation

The particle playground is the first build. Its primary deliverable is the reusable harness and UI toolkit; the demo itself is a smaller gallery entry.

Demo Purpose GPU Concepts
GPU Particle Playground Prove out harness, UI toolkit, layout, metrics, and deployment pipeline Storage buffers, compute dispatch, point rendering, uniform updates

Portfolio Demos

Four primary demos, each with a distinct visual identity and a different slice of the GPU compute/rendering stack.

Demo Description GPU Concepts
Food Coloring Drops of dye falling into water, diffusing, mixing, settling under gravity. Click to drop color. Multi-channel texture storage, grid compute (diffusion + advection), multi-pass pipelines, color blending
Chladni Patterns Sand particles on a vibrating plate driven by audio input. Standing wave patterns emerge at nodal lines. Web Audio FFT integration, 2D wave equation grid compute, particle simulation responding to force fields, two coupled compute systems
Missile Command Classic game reimagined as a raymarching showcase. Night sky, searchlight cones, bloom trails, backlit city silhouette, volumetric clouds. Raymarching, signed distance fields, fragment shaders, post-processing (bloom, tonemapping), additive blending
Chromalife Evolutionary artificial life where organism appearance is a genetically inherited phenotype. Glow, color, trail, and pulse evolve through survival pressure. Large storage buffers, instanced rendering with per-instance variation, multi-pass rendering (bloom, trails), compute at scale (movement, energy, reproduction)

Gallery Demos

Smaller entries that fill out the gallery. Quick builds once the harness exists.

Demo GPU Concepts
Boids / Swarm Lab Ping-pong buffers, neighborhood reads
Conway / Game of Life Texture compute kernels, timestep control
Vector Field Visualizer Compute-driven particle motion through procedural fields
SDF Shape Gallery Fragment shader raymarching, procedural 3D objects

Additional candidates: dungeon walking simulator (3D rendering, lighting, textures), simple WebGPU games migrated from other projects.


Repository Structure

webgpu-projects-2026/
├── docs/                         # Documentation standards and templates
│   └── documentation-standards/  # Tagging strategy, templates, style guide
├── internal-files/               # One-pagers, design docs
├── spec/                         # Agent specifications
├── staging/                      # Pre-commit staging
├── work-logs/                    # Development history
├── AGENTS.md                     # Agent context loading
├── CLAUDE.md                     # Pointer to AGENTS.md
├── LICENSE                       # MIT License (code)
├── LICENSE-DATA                  # CC-BY-4.0 (data/content)
└── README.md                     # This file

Source directories (src/, public/) will be added when development begins.


Getting Started

# Clone
git clone https://github.com/vintagedon/webgpu-projects-2026.git
cd webgpu-projects-2026

# Install dependencies (once src/ scaffold exists)
npm install

# Development server
npm run dev

# Production build
npm run build

Requires a browser with WebGPU support (Chrome 113+, Edge 113+, Firefox 141+, Safari 18+).


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Last Updated: May 18, 2026 | Status: Active

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Interactive WebGPU compute and rendering demos with a shared neon UI toolkit

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