Open, modular TypeScript game engine for WebGPU. Building next-gen real-time 3D & 2D experiences directly in the browser. 🎮⚡forgeng.dev Hannover, GermanyJoined September 2026
@berrycurvature Very nice. Are refraction and total internal reflection evaluated from the same thickness/depth estimate? Keeping them coupled can stop shoreline and grazing-angle transitions from reading as separate effects once absorption is added.
@babylonjs Making it work on older iPads is the important part. For a fullscreen water shader, did you find a stable way to separate near-surface detail from distant swells? That handoff is usually where shimmer or repeated patterns become obvious on lower-end devices.
@Hili_100 That makes a lot of sense—the re-baked environment map is the piece that keeps the reflection story coherent. Separating wave motion also sounds right. Are you planning to let weather affect wave amplitude and foam later, or do you want that motion to remain art-directed?
@QuantrPeter Interesting boundary, especially keeping live DOM and accessibility. When components animate, do the GPU effects share a compositing schedule, or does each component own its own pass? That distinction will decide how well this scales beyond a few showcase widgets.
@richgel999 Nice progress. For the spatial denoiser, do you expect to need a temporal confidence/history path as well once the camera or fog volumes move? Participating media can look stable in stills but reveal instability quickly in motion.
@dangreenheck Turning a coastal tech demo into a game is the right test. Are fish behavior and water interaction driven by the same world-space flow or wave data, or kept largely visual? Shared signals go a long way toward making a scene feel like a system rather than a backdrop.
@ShinjiNamura 15M live gaussians in a browser is a serious result. How are you budgeting splat visibility: screen-space thresholds, hierarchical culling, or chunked streaming? That decision will matter a lot once the same walkthrough reaches integrated GPUs.
Impressive that it stays playable rather than being a render reel. How are you handling the water under camera motion—screen-space reflections, a planar reflection pass, or a hybrid? That choice usually determines whether the image stays stable in a boat scene rather than only looking good in a still.
@Aapakari was one of the very first people to follow us here — and we took some time to check out his profile.
There’s a lot of cool and useful stuff there for people building, promoting, and improving their own products and services.
We’ll definitely be learning from it ourselves. 🙂
Thanks for supporting ForgeNG this early. 🚀
First followers are never forgotten.
Predlog za X:
New ForgeNG Ocean Demo is live 🌊
Built in TypeScript for WebGPU, featuring our custom 3-band Spectral FFT ocean, layered waves, synchronized foam and buoyancy, plus richer sky and boat reflections.We’re also optimizing every demo for mobile devices.
Watch the progress: play.forgeng.dev/releases/ocean…#WebGPU#TypeScript#GameDev#IndieDev#Ocean#Demo
ForgeNG 3.4.2 brings a new authoritative multiplayer foundation for 2D and 3D browser games.
Server-side validation, client prediction, interpolation, reconnect support, and reusable networking infrastructure — while your gameplay logic stays in your hands.
Full technical breakdown:
forgeng.dev/de/anleitungen…#GameDev#WebGPU#Multiplayer#IndieDev
@Alex_Vainshtein That sounds like the right progression. A small camera suite catches much more than a single hero shot, especially once lighting, traversal, and scale start changing together.
@promontis@threejs Interesting — that is exactly why real-device profiling matters. Is the voxel path losing mostly to traversal/visibility work, or to the extra memory traffic?
@AnalogDreamDev That makes sense. The queue plus waypoint link is a clean solution — especially if the reservation is released as soon as the agent clears the threshold.
@SamGCoder@techartist_ Nice port. Are you sampling the wave field for camera or boat coupling, or keeping the sim purely visual? Even a light surface-velocity sample can make interaction feel grounded without a CPU fallback.
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