Pockit Game Corp - A WebGPU Showcase

Long time lurker, first time poster here. I used to be a mobile game developer at a publicly listed game company, where we shipped many titles using Unity, supporting millions of MAUs with liveops campaigns and teams with like 30 artists.

Pockit Game Corp is my take on an indie studio, and we’re using the threejs/react-three-fiber/rapier stack to build an equivalent game engine, or at least some tooling that makes the game development process less tedious over titles.

Our homepage pockit.world is an adventure-game style experience, inspired by the modern Sam and Max games. The website is still in very early stages of development. Each route represents a different scene in the game world, and pages are linked using doors/portals within the game world.

We have a simple editor with an entity scene graph with components, inspired by Unity. Some attempts at optimisation have been made here, for example dynamic instancing of static meshes, but the structure of the general ECS needs some further cleanup. I would like to refrain from solving the grand challenge of ‘Global Illuminated + Infinite Tiled World + Dynamic Object Culling + 1 million skinnedmeshes’ in exchange for being able to create small prefab scenes that can bundle some game logic in the form of entity-components and scripts.

And finally, the code for this is open source. It includes a lot of the best syntax I’ve come across on X/Github for reusable components in a React context. The idea is to fork this engine base and use it in future titles. I expect this should work great for react-native with a webview and WebGPU, enabling native performance while installed as a mobile app, distributed through app stores.

There’s basically nothing there in the shader department, though all the stubs for TSL and WebGPU are wired up. It looks quite terrible compared to some of the finished pieces in the showcase (messenger!), but hopefully it makes up for it as documentation on how we can tie in complex systems like an editor/viewer, character controllers, mobile support, and a potentially scalable pattern for continuously updating content.

I’ll keep this thread updated as I flesh this out.

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