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WASM + WebGPU demo using Spider-Gwen

BPM
128
GRADE
SS
LEVEL
4
RELEASES
0
YEARS
2026–2026

Gwen Through The Neon

The first demo was a cartoon spider-person running through a neon city. On May 31 2026 I put up spider-gwen-webgpu, a WASM and WebGPU demo.

What I was showing off was the pipeline: written in tish, compiled to a bytecode chunk, run on a prebuilt wasm VM, rendering through browser WebGPU. Everything in that chain was mine except the browser. glTF loading, GPU skeletal skinning, keyframe animation, a character controller, post-processing with bloom, depth of field and ACES, and a HUD, all in tish. Vite bundled it and handled reloads, so editing a .tish file recompiled the chunk and the page came back with the change.

I'd been saying the language compiled to native, JavaScript, WebAssembly and the Game Boy Advance. This was a skinned character you could drive around with WASD and shift to run, at frame rate, in a browser, on a GPU path the language had to reach through its own FFI. The runtime build needed a Rust toolchain, the wasm32 target and wasm-bindgen, so I shipped the vendor output prebuilt so nobody else had to set that up.

before this