Next-generation WebGPU rendering for the modern web
Shade Engine is a high-performance WebGPU-powered 3D engine designed to push the boundaries of browser-based graphics. From immersive games to interactive visualizations, from virtual worlds to scientific simulations, Shade Engine delivers desktop-quality rendering with web accessibility.
Built from the ground up for WebGPU, Shade Engine harnesses the full potential of modern graphics hardware through compute shaders, advanced culling, and parallel processing. Render millions of particles, simulate complex physics, and create vast planetary landscapes - all running smoothly in a browser tab.
Unlike conventional web 3D libraries, Shade Engine doesn't compromise. Experience physically-based rendering, volumetric lighting, realistic atmospheric effects, and advanced post-processing that rivals native applications. Scale from mobile devices to high-end workstations with adaptive quality settings and optimized performance.
With a clean, intuitive API and comprehensive tooling, Shade Engine accelerates your development process. The component-based architecture, powerful asset pipeline, and extensive documentation help you create complex 3D experiences with less code and faster iteration times.
- Full WebGPU Utilization: Compute shaders, parallel processing, and advanced GPU capabilities
- Physically-Based Rendering: Industry-standard materials, lighting, and visual effects
- GPU-Accelerated Physics: Simulate thousands of dynamic objects with minimal CPU overhead
- Procedural Systems: Dynamic generation of terrain, planets, particles, and animations
- Adaptive Performance: Intelligent scaling across different devices and hardware capabilities
- Comprehensive Toolset: Debug visualization, performance profiling, and asset optimization
- Component Architecture: Clean, data-oriented design for better performance and maintainability
- Core Architecture - Foundation and organizational structure of the engine
- Entity Component System - Data-oriented approach to object representation
- Asset Management - Loading, managing, and optimizing engine resources
- Camera System - Flexible viewing and navigation options
- Input Handling - Cross-platform user interaction management
- Render Pipeline - GPU-driven rendering process and customization
- Material System - Physically-based surface representation
- Shadow Technology - Dynamic shadow techniques and optimizations
- Post-Processing - Screen-space effects for enhanced visuals
- Volumetric Effects - Fog, clouds, and atmospheric phenomena
- GPU Physics - Parallel physics simulation on the graphics processor
- Collision Detection - Efficient object intersection testing
- Particle Systems - GPU-accelerated particle simulation and rendering
- Spatial Partitioning - Efficient scene organization for queries
- Level of Detail - Dynamic complexity management based on importance
- Texture Compression - Optimized texture formats and delivery
- Model Optimization - Techniques for efficient 3D geometry
- Shader Development - Creating and optimizing WGSL shaders
- Skeletal Animation - Character and object animation systems
- Procedural Animation - Algorithmically generated motion
- Compute Shader Applications - General-purpose GPU computation
- Terrain Generation - Creating and rendering large-scale landscapes
- Planetary Rendering - Full-scale planet visualization and interaction
- Audio System - Spatial sound and audio processing
- UI Framework - Screen and world-space user interfaces
- Debug Visualization - Visual debugging of engine internals
- Performance Profiling - Measuring and optimizing performance
- Performance Optimizations - Techniques for maximizing efficiency
- Architectural Improvements - Future-proofing and extensibility
- Setup Guide - Engine installation and configuration
- First Application - Building your first Shade Engine project
- Best Practices - Recommended patterns and approaches
c:\source\shade\
│
├── index.html # Main demo page
├── index.js # Entry point
├── README.md # Main documentation
├── LICENSE # License file
│
├── src/ # Source code
│ ├── core/ # Core engine
│ │ ├── Engine.js # Main engine class
│ │ ├── Scene.js # Scene management
│ │ ├── Entity.js # Base entity
│ │ ├── Component.js # Component base class
│ │ ├── System.js # System base class
│ │ ├── Time.js # Time and frame management
│ │ └── ecs/ # Entity Component System
│ │
│ ├── render/ # Rendering system
│ │ ├── Renderer.js # Main renderer
│ │ ├── RenderPipeline.js # Pipeline management
│ │ ├── Camera.js # Camera system
│ │ ├── materials/ # Material system
│ │ ├── lights/ # Lighting
│ │ ├── shadows/ # Shadow systems
│ │ ├── postfx/ # Post-processing
│ │ └── shaders/ # Shader management
│ │
│ ├── physics/ # Physics systems
│ │ ├── Physics.js # Main physics interface
│ │ ├── RigidBody.js # Rigid body implementation
│ │ ├── Collider.js # Collision shapes
│ │ ├── collision/ # Collision detection
│ │ └── spatial/ # Spatial partitioning
│ │
│ ├── assets/ # Asset management
│ │ ├── AssetManager.js # Main asset manager
│ │ ├── loaders/ # Asset loaders
│ │ ├── optimizers/ # Asset optimization
│ │ └── cache/ # Asset caching
│ │
│ ├── animation/ # Animation systems
│ │ ├── Animator.js # Animation controller
│ │ ├── Skeleton.js # Skeleton implementation
│ │ ├── AnimationClip.js # Animation data
│ │ ├── IK.js # Inverse kinematics
│ │ └── procedural/ # Procedural animation
│ │
│ ├── ui/ # UI framework
│ │ ├── UIManager.js # UI system manager
│ │ ├── Canvas.js # 2D canvas system
│ │ ├── components/ # UI components
│ │ └── layout/ # Layout systems
│ │
│ ├── input/ # Input handling
│ │ ├── InputManager.js # Input management
│ │ ├── ActionMap.js # Input abstraction
│ │ ├── devices/ # Device implementations
│ │ └── gestures/ # Gesture recognition
│ │
│ ├── audio/ # Audio system
│ │ ├── AudioManager.js # Main audio interface
│ │ ├── AudioSource.js # Sound emitter
│ │ ├── AudioListener.js # Spatial listener
│ │ └── effects/ # Audio effects
│ │
│ ├── terrain/ # Terrain systems
│ │ ├── Terrain.js # Terrain implementation
│ │ ├── TerrainGenerator.js # Procedural generation
│ │ └── planetary/ # Planetary rendering
│ │
│ ├── particles/ # Particle systems
│ │ ├── ParticleSystem.js # Main particle system
│ │ ├── Emitter.js # Particle emitter
│ │ └── effects/ # Predefined effects
│ │
│ ├── debug/ # Debugging tools
│ │ ├── Debug.js # Debug utilities
│ │ ├── Profiler.js # Performance profiling
│ │ ├── Visualizer.js # Debug visualization
│ │ └── console/ # Debug console
│ │
│ └── utils/ # Utilities
│ ├── math/ # Math utilities
│ ├── data/ # Data structures
│ ├── webgpu/ # WebGPU helpers
│ └── workers/ # Worker management
│
├── shaders/ # WGSL shader files
│ ├── core/ # Core shaders
│ ├── compute/ # Compute shaders
│ ├── postfx/ # Post-processing shaders
│ ├── particles/ # Particle shaders
│ └── terrain/ # Terrain shaders
│
├── examples/ # Example scenes
│ ├── basic/ # Basic examples
│ ├── advanced/ # Advanced examples
│ ├── games/ # Game demos
│ └── showcase/ # Visual showcases
│
├── docs/ # Documentation
│ ├── api/ # API documentation
│ ├── guides/ # Tutorials and guides
│ ├── resources/ # Resources and images
│ └── examples/ # Example documentation
│
├── tools/ # Development tools
│ ├── asset-pipeline/ # Asset processing
│ ├── shader-compiler/ # Shader tools
│ └── profiling/ # Profiling tools
│
└── tests/ # Test suite
├── unit/ # Unit tests
├── integration/ # Integration tests
└── performance/ # Performance benchmarks
Shade Engine is released under the MIT License. See LICENSE for details.