Any official path to webgpu?

Any official info or news on webgpu coming to gdevelop?

Kinda a big issue for 3d projects being limited to 1 core. Especially since gaussian splats will probably consume 3d games in 2-3 years.

gdevelop is not concerned with potential, unusual graphics technologies.

Also, gaussian splats cant be animated or interacted with well, its like a 3d photo. What if we need to interact with an object like a bottle? okay, well, make that bottle 3d and leave the rest. But… the bottle needs to collide with something. Okay…make a collision mesh thats the same as in the gaussian splat…But, i need to make it so the player can light dark areas with torches, let me use that collision mesh and give it some textures, normal maps, ambient occlusion, roughness maps, and whoops, we reinvented regular 3d.

web games are usually always slow. Why did gdevelop choose web?..not my call, i dont know. but ive never concerned myself with gdevelop’s limitations, ive created within them, around them, pushed them and broke them. I see it as a good thing: its called making optimized games like we did for the past 20 years.

Seems you hyper focused on just 1 part of an overall larger issue.

Regardless of splats gdevelop still needs webgpu to use multi cores for games like base three.js and pkaycanvas.

Webgl is. DEAD. Webgpu is the now and future. It’s a huge deal gdevelop 3d renderer cannot use webgpu.

Its fine for 2d pixel games to use 1 core. It’s a huge deal for 3d games with 1000+ 3d objects to use 1 core.

Webgl is limited to 1 core. This is a huge issue for the gdevelop 3d engine. It is basically making gdevelop a 3d engine toy and not a proper prime time 3d engine.

All the optimization in the world won’t get anything done on 1 core if your goal is an actual 3d game that will sell and earn profit.

why would there be 1000+ objects? use culling, render distance, use chunks of repeated objects instead of individual ones, all that.
Also who cares if i said 30 more words about something you said

I guess you just like to argue about random stuff.

It’s a fact webgpu is better and every 3d web engine except gdevelop is using it.

I mean why argue for webgl it’s old ancient tech that is limited to 1 core.

There seems to be some confusion on tech availability in this thread.

Super short answer: no, there is no announced path to webgpu and likely wont be until both the 2D renderer and 3D renderer techs have it as the primary method

Long answer:

GDevelop currently uses PixiJS 7 for 2D and ThreeJS for 3D. Neither have native/primary support for WebGPU. PixiJS didn’t add support at all until a recent release of PixiJS 8 and as far as I can find it is still listed as experimental.

ThreeJS still lists it as an alternative rather than the primary, and falls back to WebGL2 when WebGPU is enabled and a project uses unsupported features (as gl2 still has more functions available for it in the docs at least) or the hardware doesn’t support it. Although based on their forum activity that may change in the upcoming year.

From what I’ve seen in the past, the GDevelop.io company devs generally don’t change renderer tech until after it becomes the standard for that renderer, so I wouldn’t expect it before they migrate to Pixi 8 at earliest for 2D, and after WebGPU is considered feature parity with WebGL2 and stable for the majority of scenarios in ThreeJs.

Three.js has had native support for webgpu since September 2025. Yes it falls back to webgl if needed but that browser would have to be so old or so locked down that it’s not really a valid concern for a modern video game.

A brand new three.js can use the webgpu renderer with 1 line of code. While gdevelop has no options.

And since spring 2026 every major browser has webgpu on by default.

Kinda seems like the perfect time for a gdevelop roadmap to include webgpu.

Until there’s feature parity on ThreeJS between the WebGL2 and WebGPU feature set I don’t think the devs would even consider it. I could be missing seeing some sort of compatability layer in ThreeJS’ docs but they are usually pretty good at calling that stuff out so it seems unlikely

Additionally to that since you can switch between 3D and 2D renderers during a game I don’t think you would see it considered until after they migrate to PixiJS 8.

So I’d say you shouldn’t expect to see it being seriously considered on the roadmap until at least after that point.

Just making some guesses off prior behavior and discussions that have been had around thst stuff in the past, so I could be entirely wrong.