Stéphane De Todaro — tech lead

@super-dev.app · Tech-lead
Active since 2017

Technical lead and full-stack architect, freelance since 2019. I design, industrialize and operate business platforms on Azure, and I publish open-source software engines.

All projects
Open-source project · ENGINE

OPEN SPACE.EXE — software-rendered FPS engine

Author — from scratch, driving an AI

A DOOM-style (BSP) engine with no WebGL: two render backends (8-thread CPU via SharedArrayBuffer, WebGPU), voxel sprites, hand-authored levels.

CPU ↔ WebGPU pixel parity, measured

The problem

A DOOM-style engine in the browser, without WebGL, means rasterising everything yourself: projecting the geometry, mapping textures, depth-sorting, all in real time on a JavaScript CPU. Written naively, that pipeline can't keep up.

The approach

A real BSP pipeline: binary space partition, depth sorting with no z-buffer. Two interchangeable backends render the same world pixel-for-pixel, a measured parity: a CPU rasteriser spread over 8 threads via SharedArrayBuffer, and a WebGPU/WGSL backend. Voxel sprites, hand-made levels built through a RoomBuilder authoring layer.

Preview

Top-down map of an OPEN SPACE.EXE level, with rooms, portals and enemies

Highlights

  • Software BSP engine written from scratch, no WebGL
  • Two backends: 8-thread CPU (SharedArrayBuffer) and WebGPU/WGSL
  • CPU ↔ WebGPU pixel parity, measured
  • Voxel sprites, hand-made levels
  • RoomBuilder authoring layer: rooms, connections, automatic winding

Stack

  • TypeScript
  • WebGPU / WGSL
  • Web Workers
  • SharedArrayBuffer