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Forge3D

A WebGPU game engine and editor that never leaves the browser tab.

Open a tab, build a 3D game, export a single self-contained game.html you can double-click. Forge is a real editor — hierarchy, gizmos, inspector, TypeScript scripting — running on WebGPU with no install, no account, and nothing leaving your machine.

www.forge3d.dev (opens in a new tab)
Editor + engine
~80k lines
Scene importers
Unity · Godot · Unreal
Export
One inlined HTML file

Edit equals play equals ship

The editor’s Play mode ticks the exact same runtime that an exported game runs. There is no separate preview path to drift out of sync, which is the failure mode that makes most in-browser tools untrustworthy the moment you export.

Render pipeline

  • Forward PBR, written in WGSL
  • Cascaded shadow maps
  • A Unity-style Volume post-processing stack
  • Static batching, plus an opt-in GPU-driven culling path

Importing existing work

Drop in a .unitypackage, a Godot .zip or an Unreal .zip and Forge rebuilds the scene — meshes, materials, colliders, terrain. This is the least glamorous and most useful part of the project: an engine nobody can move their existing work into is a demo, not a tool.

Scripting

Gameplay is TypeScript. You write ScriptBehaviour classes with real IntelliSense, and public fields automatically become inspector controls — the Unity ergonomic worth keeping, without the Unity install.

Stack

  • WebGPU
  • WGSL
  • TypeScript
  • ECS
  • Next.js

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Want the long version?

Happy to go deeper on any of this — architecture, trade-offs, what I would do differently.