I built Jumpjet because I realized that engine and indie game developers are always repeating the same work: building the core infrastructure that touches the OS.Webassembly solves this in the Component Model by enabling interop between packages written in different languages. And in my opinion it s sort of the perfect fit for Jumpjet s model: providing a chassis without an engine.Jumpjet works by defining a very close mapping of WebGPU (and a few other WebIDL features) to WIT so that they can be used in any language that can target the wasm Component Model. Your game then runs as a guest application in Jumpjet s host runtime (powered by wasmtime), which shrinks final bundle size considerably versus something like Electron. Right now a bare bones game in Jumpjet is about 40mb.Right now the project is in an alpha or possibly pre-alpha state, it s not production ready. On the commercial side, I think there s an opportunity for cloud storage, game server hosting, a package manager and/or marketplace, distribution, and more.Right now you can target macOS, Windows, Linux, Android and iOS. (I haven t done any real testing on mobile so good luck.) The languages you can use will depend on their support for generating bindings from .wit files. There are a few templates available, I recommend one of the Rust ones.If you are a game developer or just like tinkering, I d love for you to try the project out and tell me what you think!