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WebGPU 2D Renderer
Talking to the GPU so you don't have to since 2024
Predictable memory usage, no unexpected runtime allocation
One draw call for each unique pipeline and z-index
All textures are stored in a single texture atlas array
Create 2d effects without having to write WGSL boilerplate
Draw text at any size from a small atlas texture
Use your simulation state as the source of truth
Simple primitives to lay out nodes relative to each other