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YoavCodes@yoav.codes

top secret fam. DO NOT SHARE EXTERNALLY. the little window that opens up from the Electrobun Kitchen Sink *does not contain a webview*. - no dom - no cssom - just a native window - with direct access to webgpu/metal - three.js api layered on top - directly in bun typescript

YoavCodes@yoav.codes

This is an Electrobun video game app i vibe coded - 800 lines of typescript in bun - 1 bunny logo, carrots are generated - uses Electrobun's built-in Babylon adapter * wgpu window - no webviews - dmg is 21MB (basically the bun runtime + wgpu compressed) - updates as small as 4KB

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YoavCodes@yoav.codes

Games are nice, but Electrobuns new bun -> wgpu unlocks raw gpu compute as well. - lines of code: html: 72, css: 195, browser ts: 318, bun ts: 450. - the ui is using a system webview - the training and inference is done on gpu direct from bun typescript. - dmg is 20.9MB

YoavCodes@yoav.codes

In a few days you no longer need Python, pip, venv, virtualenv, conda, mamba, poetry, pipenv, uv, pyenv-virtualenv, asdf, system python, homebrew python, conda python. Just native on-GPU ML/AI glue and workloads directly from Bun typescript. No webview, in Electrobun.

YoavCodes@yoav.codes

Replacing Python as the glue for direct to GPU ML tasks is nice, but what about DOOM 2 ways: - A C implementation (based on DoomGeneric) rendered into a GPU window. - A TypeScript port of DOOM that renders into the same kind of GPU window, using Electrobun’s WGPU APIs from Bun.

YoavCodes@yoav.codes

DOOM is nice, but what if you could use a <electrobun-wgpu> html element right next to your <electrobun-webview> elements and instead of a fully isolated OOPIF you get a super powered GPU surface integrated into the host webview's DOM powered by (bun FFI or native FFI) -> wgpu.