FAQ
How is this different from JavaScript rendering libraries?
Those are JavaScript rendering libraries. SiliconGhetto is a Rust+WASM game engine with a hosting platform. The engine handles rendering, physics, collision, terrain generation, FPS controls, and more — compiled to a 3.4MB WASM binary. You write game logic in JS; the engine does the heavy lifting at near-native speed.
Also: free hosting. Every game gets a subdomain at your-slug.siliconghetto.com.
Can I use a front-end framework with this?
The engine renders to a <canvas> element. You can put it inside a framework app; the engine doesn’t touch the DOM outside the canvas. For UI overlays (menus, dialogs), use sg.drawRect() and sg.drawText() for in-canvas UI, or standard HTML elements layered over the canvas.
Does this work on mobile?
The engine works on mobile browsers with hardware WebGPU support, with WebGL2 fallback where WebGPU is unavailable or unsuitable. Touch input is planned for v0.2. Currently, the FPS controller requires keyboard + mouse, so voxel games are desktop-only. 2D games with mouse input work on touch devices.
Can I self-host instead of using the platform?
Self-hosting rights are governed by the SiliconGhetto Source-Available License. Schools, teachers, libraries, and nonprofit educational programs may run the website, platform, engine, demos, and JavaScript APIs for classroom instruction, workshops, student projects, and internal educational use.
<script type="module">
import sg from './sg.js';
// works from any origin
</script>
What’s the WASM binary size?
3.4MB for the full engine (voxels, 2D sprites, physics, AI, health, animation, tilemaps, projectiles). It’s loaded once and cached by the browser.
Is there multiplayer support?
Not yet. Multiplayer (WebSocket/WebRTC) is planned for v0.3. The engine architecture supports it — entities are managed by an ECS, which is naturally suited to state synchronization.
What license is the engine?
The engine is covered by the SiliconGhetto Source-Available License. SiliconGhetto retains ownership; commercial redistribution and competing hosted services require written permission.
What games have been built with this?
Several demo games are live:
- Block Worlds — 3D block-built adventure with procedural biomes, crafting, building
- Kart Racing — closed-course racing with deterministic vehicle physics, AI drivers, and ghost replay
- City Driving — open-district driving with walking, vehicle entry, traffic agents, and missions
- Platformer — 2D platformer with 3 levels, coins, enemies
- Top-Down — Dungeon crawler with rooms, sword combat, boss
What browsers are supported?
Modern browsers with hardware WebGPU support get the primary renderer by default. Browsers without a usable hardware WebGPU adapter fall back to WebGL2 automatically when WebGL2 is available. No URL flag or user setting is required.
How do I report bugs?
Email supbro@siliconghetto.com or use the feedback form on the website.
Is there an AI assistant?
Yes — the editor includes a local AI assistant that runs in your browser. It knows the sg.js API and can generate game code from natural language descriptions. No API keys needed; it runs on your GPU.