🌊 OasisSDF
The Data-Driven WebGPU SDF Engine for the Next Generation Web.
Reject Recompilation. Say Goodbye to Draw Call Bottlenecks.
Built for Procedural Generation, Massive Dynamic Scenes, and Ultra-Lightweight Interactions. The next-generation core for Web 3D.
   
In 2026, traditional mesh-based rendering engines still struggle with CPU-side Draw Call overhead and shader recompilation delays when handling tens of thousands of dynamic objects or real-time deformation effects.
OasisSDF changes the game.
We don't load models; we compute shapes. By leveraging a completely static WGSL shader architecture and highly optimized Storage Buffers, we shift the entire burden of geometry generation to GPU parallel computing.
| Feature | Traditional Engines (Three.js/Babylon) | OasisSDF |
|---|---|---|
| Rendering Architecture | Mesh + Draw Call / Instancing | Raymarching + Single Draw Call |
| Shape Blending/Boolean | Extremely difficult, expensive compute | Native support, zero extra cost |
| Dynamic Object Limit | ~1,000 (CPU-bound updates) | 10,000+ (Pure GPU-driven) |
| Shader Compilation | Frequent recompilation based on material/light | Fully static, zero runtime compilation |
| Core Bundle Size | 500KB - 2MB+ | < 40KB |
| Ideal Use Cases | General 3D display, Games | Generative Art, SciVis, Massive Particles |
- All object states (position, rotation, scale, material params) reside in StorageBuffers.
- Zero Shader Concatenation: Strictly no runtime WGSL code generation.
- Frame-Perfect Updates: CPU only updates buffer data; GPU responds instantly with no pipeline stalls.
- Our proprietary 16-byte aligned memory model ensures perfect mapping between TypeScript interfaces and WGSL structs.
- Eliminates implicit padding errors.
- Maximizes GPU memory bandwidth utilization.
- Provides compile-time type checking and runtime assertion protection.
Leveraging the mathematical nature of Signed Distance Fields (SDF):
- Infinite Resolution: Scale indefinitely without aliasing or polygon limits.
- Natural Blending: Smooth transitions between objects (Metaballs) are default behavior, not a special effect.
- Real-time Boolean Ops: Union, Intersection, Difference achieved with a single line of code.
- Zero external dependencies.
- Core engine compresses to under 40KB.
- Perfectly suited for mobile devices and low-bandwidth environments.
npm install oasissdf
# or
yarn add oasissdfimport { Engine, SDFObject } from 'oasissdf';
const engine = new Engine({ canvas: document.getElementById('gl') });
// Define a sphere: type=1, pos=(0,0,-5), radius=1.0
const sphere = new SDFObject({ type: 1, pos: [0, 0, -5], radius: 1.0 });
engine.addObject(sphere);
engine.render(); // 60FPS Raymarching Rendergraph LR
A[JS Application] -->|Write Data| B(Storage Buffer)
B -->|GPU Read Only| C{Static WGSL Kernel}
C -->|Raymarching Loop| D[Frame Buffer]
D --> E[Screen]
style C fill:#f9f,stroke:#333,stroke-width:2px
style B fill:#bbf,stroke:#333,stroke-width:2px
subgraph "OasisSDF Core"
B
C
end
note right of C: Immutable Static Code<br/>Supports 10,000+ Object Traversal
- Phase 1: Core Proof - Static shader architecture verified, single sphere rendered.
- Phase 2: Shape Library - Built-in primitives (Box, Torus, Capsule) & Transform System.
- Phase 3: Stress Test - Optimize buffer mapping strategies, break the 10,000 object barrier.
- Phase 4: Developer Experience - High-level API wrappers, debugging tools, and documentation.
- Phase 5: Ecosystem - React/Vue component support, Three.js hybrid rendering plugin.
- Author: ceaserzhao
- Organization: Oasis Company
- Contact: contact@oasiscompany.dev
OasisSDF is built by the team at Oasis Company, pushing the boundaries of what's possible in the browser.
OasisSDF is looking for developers passionate about WebGPU, Computer Graphics, and High-Performance Computing.
If you are tired of Draw Call limits and want to explore the edge of browser graphics, join us!
MIT License © 2026 Oasis Company.
Built for the open web, powered by math.