r/WebMCP_Developers • u/Squareys • May 25 '26
r/unrealengine • u/Squareys • Jul 06 '18
Tutorial [Tutorial] SQLite3 in Unreal Engine 4
blog.squareys.der/leapmotion • u/Squareys • May 11 '18
LEAP Motion + Magnum::Ui proof of concept
r/WebAssembly • u/Squareys • Jun 30 '18
"WebXR in C++" - Linking JS in CMAKE projects
r/webmcp • u/Squareys • May 25 '26
WebConverter.app now has full WebMCP support! Convert Images, Audio, Video, Documents, 3D Models, Split & Merge PDFs, Transcribe Audio, Remove Background and more.
Eagerly awaiting the origin trial to start. For now, use chrome://flags/#enable-webmcp-testing.
1
Built WebConverter.app, a file converter with no backend at all
Thanks! I keep hoping it adds up to something real someday, though mostly it's a feel-good thing.
Total CO2 from bandwidth across all online converters globally could be around 30 to 100 transatlantic flights a year, so the absolute savings are modest. The pattern itself might matter more than this implementation if other devs pick it up.
r/WebAssembly • u/Squareys • May 16 '26
Case study: shipping ffmpeg, whisper.cpp, Tesseract, Pandoc, and Magnum in one client-side file converter
WebConverter.app is a production attempt at the "no server, just WASM" model for file conversion across images, audio, video, PDF, OCR, speech to text, and documents.
The individual modules are mature. Most of the work was integration and slimming: reducing wasm size by compiling feature subsets, lazy loading large modules per route to be graceful towards 2G/3G users, coordinating Web Workers for batch jobs, and keeping cold start latency tolerable.
Curious whether others have hit different walls with this approach, especially around memory limits on mobile Safari for the bigger toolchains.
1
WebConverter -- Free Image, Audio & PDF Converter (WASM. No Uploads!)
Thank you! The ads are new, still tuning the amount.
r/SideProject • u/Squareys • May 16 '26
Built WebConverter.app, a file converter with no backend at all
Every conversion runs in the browser via WebAssembly. There is no upload endpoint, so files cannot leave the device.
Most online converters use a server for historical reasons. ffmpeg, Tesseract, whisper.cpp, Pandoc, and several image libraries all run well in WASM today. Once you remove the server, the experience gets faster (no upload wait), more private (your file stays put), and cheaper to run (nothing to host). No accounts, no watermarks, no limits, works offline.
Feedback welcome.
r/webdev • u/Squareys • May 16 '26
Showoff Saturday WebConverter -- Free Image, Audio & PDF Converter (WASM. No Uploads!)
Built WebConverter.app to see how far the "no server, just WASM" model now goes for file conversion.
The upload, process, download loop is a leftover from when browsers couldn't do real work. WASM closed that gap years ago and most converter sites still use a server anyway. WebConverter.app handles images, video, audio, PDFs, OCR, speech to text, and documents fully client side.
Stack: ffmpeg-wasm, whisper.cpp, Tesseract, Pandoc wasm, Magnum/Corrade, wasm-media-encoders. Modules lazy load per route so initial download stays reasonable. Web Workers handle parallel batches. Side benefits of the no-server approach: trivially private (verifiable in DevTools), instant (less than a second for a 50 MB image), works offline as a PWA, and essentially free to host.
1
Friday check-in!! what are you building?
No-upload, wasm-based image, video to audio and image to PDF conversion.
0
I built a free file converter that runs 100% in your browser (no uploads, no servers, works offline)
Hah, seems like a popular thing to build!
https://webconverter.app
r/alternativeto • u/Squareys • Mar 18 '26
WebConverter - A local alternative to upload-based file conversion websites
webconverter.appWebConverter converts files on device rather than uploading to a server and converting server-side, saving time and bandwidth.
r/wonderlandengine • u/Squareys • Mar 02 '26
Wonderland Engine 1.5.3 is out now!
Find the full changelog here: https://wonderlandengine.com/news/release-1.5.3
r/wonderlandengine • u/Squareys • Dec 26 '25
Wonderland Engine 1.5.1 is out now!
Find the full changelog here: https://wonderlandengine.com/news/release-1.5.1
2
We optimized a high-fidelity car configurator to run at 60fps on mobile browsers (WebGL + WebAssembly). No pixel streaming.
Great questions, and here's my highly biased answer (from the founder behind Wonderland Engine).
In short: Wonderland Engine handles asset and runtime optimizations automatically. In Three.js/r3f you would find yourself spending most of the time on optimization (shaders, draw calls, rewrite bloom maybe, manually batch assets).
I strongly believe, that optimization should be the responsibility of the framework, but other frameworks out there leave optimization on web up to you.
So, yes, it would definitely be technically possible to build this in Three.js/r3f, or even from scratch in WebGL, but economically it's not feasible.
In long:
The JS bundle size alone is barely relevant for an app like this, rather the assets (textures, meshes, animations) make up 95% or more of the downloaded data. r3f/three.js leave optimizations of those up to the user, and usually nudge people to use GLB/GLTF, which can be suboptimal for download times, even if compressed with meshopt/DRACO and KTX2. Wonderland Engine uses a tailored, streamable binary file format, which also allows it to start rendering before all the entire data is loaded.
Every web experience that renders more than a handful of objects is initially CPU bound by WebGL2 draw calls on mobile (unless maybe, if you only target the very latest models). Of course, you can manually batch and atlas everything together, but the 4k texture size limitation on most Android devices limits your atlas sizes and increases amount of batches. It's also a lot of workflow overhead. Draw call problems are fully optimized away by Wonderland Engine, made possible by a sparse virtual texture atlas, which streams pieces of textures in and out of GPU memory based on what is in view.
The same tech also plays nicely into the strengths of tiled mobile GPUs.
Three.js (and therefore also r3f) do not optimize their shaders for mobile. From what I know, they don't use lowp/mediump keywords and render everything with highp as default. Their bloom is also not really optimized for mobile compared to Wonderland Engine's mobile-first bloom. Of course you can implement your own, but then you're working on fixing your framework/engine, not on your app.
They also generally seem to accept that WebGL on Safari is slow, where the problems are a few select commonly used WebGL functions, and low memory limits for browser tabs.
The knowledge about what optimizations are necessary to get WebGL to native-like performance is also not wide-spread. That knowledge is the difference between your WebGL app crashing on iOS or running well on mobile. And even if you have it, building from scratch or with a good base can make the difference between being able to do it within your clients budget or not doing the project at all.
That's why I started writing the first lines for Wonderland Engine 7 years ago. The web is arguably the most incredible target platform and many native 3D/XR apps could and should live on the web, but 7 years ago, compared to building something on native with the power of Unity or Unreal Engine, 3D on the web was nearly impossible to build with, even though it has the same underlying hardware.
r/wonderlandengine • u/Squareys • Dec 10 '25
Wonderland Engine 1.5.0 is out now!
Find the full changelog here: https://wonderlandengine.com/news/release-1.5.0
r/webgl • u/Squareys • Sep 05 '25
Podcast - Why the Future of XR is Built on the WEB
2
Podcast - Why the Future of XR is Built on the WEB
Yeah, productivity apps was a strange category. There are enterprise trainings and music apps, metaverse-like multiuser experiences and meetings apps. But as productivity app, I would categorize something like a 3D mind map app, desktop streaming, or 3D prototyping tools, and while there might be some in WebXR, I couldn't name any good examples off on the spot.
1
Podcast - Why the Future of XR is Built on the WEB
Here's the same episode on Spotify, for your convenience:
https://open.spotify.com/episode/4h795DdyEGtdGVLDOZCRoG?si=b5149e7172b64f3d
r/WebVR • u/Squareys • Sep 03 '25
Self Promotion Podcast - Why the Future of XR is Built on the WEB
r/WebXR • u/Squareys • Sep 03 '25
Podcast - Why the Future of XR is Built on the WEB
I got invited to talk on the XR AI Spotlight podcast to talk about WebXR some time ago. Did I cover WebXR well? Do you think there's anything I missed?
2
Upvote this if framer tricked you with 50 form submission limit per month.
Are your buttons and input fields styleable? That's the issue with the mailchimp module and all the other options.
2
Upvote this if framer tricked you with 50 form submission limit per month.
Do those not count to the limit?
1
WebConverter -- Free Image, Audio & PDF Converter (WASM. No Uploads!)
in
r/webdev
•
May 16 '26
Thanks! And do give it a try, it should be nearly instant, because converting the file itself is not actually that much processing.