FAQ
How is this different from Babylon.js / Three.js / Phaser?
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 React/Vue/Svelte with this?
The engine renders to a <canvas> element. You can put it inside a React/Vue/Svelte 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 WebGPU or WebGL2 support. 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?
Yes. The engine is open source (MPL-2.0). Serve sg.js, sg_engine.js, and sg_engine_bg.wasm from any static file server. No platform dependency.
<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?
MPL-2.0. You can use it in commercial games. If you modify the engine source files, those modifications must be shared under MPL-2.0. Your game code (HTML/JS/CSS) is yours — no license restrictions.
What games have been built with this?
Three demo games are live:
- Voxel World — 3D sandbox with 20 biomes, crafting, building
- Platformer — 2D platformer with 3 levels, coins, enemies
- Top-Down — Dungeon crawler with rooms, sword combat, boss
What browsers are supported?
All modern browsers. The engine tries WebGPU first, then falls back to WebGL2 automatically. No user intervention needed.
- Chrome 113+: Full WebGPU
- Firefox 120+: WebGPU (behind flag) or WebGL2 fallback
- Safari 18+: WebGPU
- Edge 113+: Full WebGPU
- Older browsers: WebGL2 fallback (Chrome 56+, Firefox 51+, Safari 15+)
How do I report bugs?
Open an issue on GitHub.
Is there an AI assistant?
Yes — the editor includes an AI assistant (Qwen 3.5 2B) that runs locally 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.