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 !