Replying to @promontis @threejs
I just ported your 1B triangles teapot demo from three.js TSL to #BroMetal. Compiles type-safe TypeScript shaders to optimized WGSL at build time, ships a tiny runtime and gives coding agents faster, clearer feedback than Three.js + TSL.
brometal.dev/examples/nanite…
More people are switching from three.js to #BroMetal – have you? WebGPU programming designed for the AI coding era. Insanely small runtime, shaders compiled at build time, frames hit instantly.
brometal.dev/examples
The new #js13k WebGPU framework #BroMetal has already hit 100 stars! Finally the #js13k community has a solid WebGPU shader compiler framework designed for insanely small runtimes. Only 2kb. What will you make?
brometal.dev/js13k
Legend of Bro.
#BroMetal isn't just for 3d - it's an excellent choice for 2d pixel art games on the GPU. Dithering effect shaders, instant game loads, silky smooth performance.
brometal.dev/examples/legend…
Made some improvements to the Star Bro demo, built on BroMetal
pulsing engine lights which interact with astroids, crater geometry constructed at the vertex shader level, better controls, laser beams instead of short pulses, which also affect astroid lighting
brometal.dev/examples/star-b…
Ditch Three.js and start using the future of web graphics for the AI coding era, brometal.dev. Everything is compiled at build time and runs in the GPU. Completely different architecture than Three.js. No, this isn't a video of water, this is water rendering in the browser. First frame hits instantly.
brometal.dev/examples/day-oc…
Build your games and visualizations the brometal.dev way. All of the rendering and physics on the GPU. Everything compiled at build time. Ultra light runtime. All TypeScript. No boot-up time. First frame hits instantly. Don't make your AI coding agents build all of this from scratch - save time and tokens.
brometal.dev/examples/ball-p…








