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@dylanebert/shallot

v0.9.2

Published

WebGPU game engine. Procedural-first, ECS, declarative scenes. In development.

Readme

@dylanebert/shallot

webgpu game engine

  • fast by default
  • instant iteration
  • runs in any WebGPU browser, or native

start a project

bun create shallot my-game
cd my-game
bun install
bunx shallot dev    # run it, with hot reload

bunx shallot build ships it as a web bundle. bunx shallot verify boots the project in a headless browser and exits 0 or nonzero; it needs the optional playwright peer (bun add -d playwright && bunx playwright install chromium). Native builds (--target windows|mac|linux) work from a standard install: the rust window host ships as crate source and compiles on first build, so you need the Rust toolchain plus your target's system dependencies.

add to an existing project

bun add @dylanebert/shallot typegpu@~0.12.0
bun add -d unplugin-typegpu

TypeGPU is a required peer, and TGSL needs exactly one TypeGPU transform in your bundler. A shallot.json project gets that from the CLI. An ejected Vite app adds typegpu() from unplugin-typegpu/vite plus optimizeDeps: { exclude: ["@dylanebert/shallot", "typegpu"] }MIGRATION.md has the full setup.

docs

The docs ship with the package. AGENTS.md is the consumer contract: commands, the ECS and plugin conventions, the GPU and render rules. examples/AGENTS.md indexes one recipe per problem, to read in place; bunx shallot recipe <name> [dir] copies one out as a runnable, version-matched project.

Porting from 0.8? MIGRATION.md is the GPU-consumer port.

links

license

MIT