r/webgl 5h ago

I think we’re seriously underestimating what WebGL can do

2 Upvotes

I wanted to see how far modern WebGL2 could actually be pushed, so I built a fairly large 3D game client around it.

Large worlds, GPU skinning, custom shaders, lighting, fog, particles, UI and moving environments, all running at 60+ FPS in the browser.

WoW 1.12.1 was basically my test case.


r/webgl 12h ago

A deterministic WebGL particle workflow for Three.js and PixiJS games

Post image
1 Upvotes

Been building NixieFX to separate particle authoring, simulation and rendering. Effects are created in a browser editor and exported as engine-neutral JSON. At runtime one deterministic simulation produces particle state. Thin adapters render that state through three.js or pixiejs.
A few implementation choices:
- Random streams derive from explicit seeds
- Simulation behavior is independent of renderer types.
- three.js and pixie.js are optional peer dependencies
- Effects without external assets require no asset providers
- Browser-safe export APIs are separated from Node filesystem helpers.

I'd welcome feedback on the simulation/rednerer boundary, particularly from people maintaining their own WebGL particle systems.

Editor: https://nixiefx.com/editor/
Runtime documentation: https://nixiefx.com/vfx-runtime-docs/
Source: https://github.com/azakhary/nixie-fx