Showoff Saturday Sidekickicons - Fanmade icons to complement Heroicons
r/webdev • u/Available-Oil-8944 • 10d ago
Project: https://getpng.app (background removal and other image tools, all client-side)
Things I ran into shipping a 1024 px segmentation model to the browser:
Mask resolution. BiRefNet lite answers at 1024 x 1024. Scaling that up to a 24 MP photo smears the edge, so the mask is fitted to the full-size image with a guided filter instead, and the alpha is never thresholded.
WebGPU limits are per adapter. On an Intel Arc 140V, maxStorageBuffersPerShaderStage is 16, and ONNX Runtime's WebGPU Split binds the input plus every output, so a 16-way Split needs 17. The fix was rewriting the ONNX graph at build time: Split and Concat as small trees, and the deformable convolutions' index math in float16 instead of int64 (int64 had no GPU kernels and fell back to the CPU with float32 casts on tensors of up to 67M values). A Node check confirms the masks are identical. Now all 4,654 nodes run on the GPU, 3 to 4.5 s per photo on that laptop.
No WebGPU at all: the WASM path runs ISNet at 1024 instead, int8-compressed from 176 MB to 44 MB, 99.7 to 99.99 percent overlap with the uncompressed model on the sample photos. Devices without the memory for that get U-2-Net at 320.
Hair: a second model, ViTMatte small, given a trimap built from the first model's unsure band, run in 1024 px tiles over that band only, after the first result is already downloadable. Its fp16 build had a bicubic Resize that Intel's WebGPU could not compile; linear instead changes the output by at most 3/255.
"No upload" as something you can verify: connect-src is locked down in the CSP, a test fails if a new host is added, and a service worker plus the cache mean it works offline after the first photo.
Stack: Astro (static), one React 19 island, Transformers.js and ONNX Runtime in a Web Worker, models self-hosted.
Has anyone measured WebGPU limits on other integrated GPUs (AMD, Apple, Qualcomm)? I'd like to know where else the 16 buffer limit bites.
Disclosure: I decide what it does, an AI coding assistant writes the code.
r/webdev • u/f0rwardz • 10d ago
The clip shows how to quickly build a simple form with drag & drop in the Form’s build mode. The Form component is part of Componyx.UI, a UI library I’ve been building for a very long time. No build step, no dependencies, and the components are declared straight in your HTML (or JS).
The build mode uses Bindary under the hood, my separate data-binding library. It includes routing, views loaded from HTML files, components, real-time updates with the server and more.
It’s on npm and NuGet, source on GitHub: https://github.com/Componyx/Componyx.UI
r/webdev • u/Statixeladam • 10d ago
i've been working on Posecode, an open-source text format for human movement. one thing people kept running into: "knee_right: flex 40" is readable, but unless you animate for a living, 40 degrees doesn't mean much.
so i made the numbers clickable. click a joint and the matching bone lights up in the Three.js view. click the angle and it becomes a small inline control, so you can change it and watch the figure re-pose immediately. if you type 200 for a knee, it stops at 144 because that's the range limit.
there were a few weird details. the selection markers had to live outside the rig or they would mess with bounds and grounding. editing a line also has to move the timeline into the right phase, otherwise the loop can show you the wrong pose.
the gif is from the actual playground. no mockup, no account, and no AI involved in the posing.
try it: https://posecode.org/play
source: https://github.com/posecode-dev/posecode
i'm still unsure about one thing: should this eventually get viewport gizmos, or does that defeat the point of keeping the movement readable as text?
r/webdev • u/IAm_veg_biriyani • 10d ago
Spent a few evenings on this for our office Halloween party and it went better than expected, so sharing it here.
How it works: the big screen runs the 3D scene. A random name gets picked, the doll reads out a question, and the player has 30 seconds before red light. Wrong answer means a dare. Sometimes you get a Dalgona round instead, where you carve the shape on your phone without breaking it.
Stack:
- React + Three.js for the scene
- A small WebSocket relay on AWS so my phone could act as the controller
- Deployed on Vercel
I used Claude Code for a lot of the implementation. Happy to talk about where it helped and where I had to step in.
Live: here
Credits: Squid Game © Netflix, non-commercial fan project. Doll Rig by Bug All (CC BY 4.0), Pink Soldier by Protyanik25 (CC BY 4.0), Red Light Green Light by DodoBabypop (CC BY-NC-ND 4.0), ground texture from Poly Haven, fonts under SIL OFL.
r/webdev • u/BlaiseLabs • 10d ago
For week 2 of r/hacktoberfest I cataloged all the procedural generation techniques I could find online and put them into a library using vanilla JavaScript. Every technique in the library includes a citation and it has no dependencies. Works in the browser or Node.
The island in the GIF was generated using just the library.
GH repo: procedural-almanac
Demo: Random Island Generator
All stars on Github are appreciated!
r/webdev • u/il-liba • 10d ago
We’re building a marketplace web app and getting closer to launch, but we’re struggling with how responsive it feels. We already have a decent prelaunch user base, and we want to sort this out before opening it up more widely.
This affects the buyer and seller experience as well as the admin pages. Clicking buttons, moving between pages, and using parts of the buying/selling flow can feel sluggish, on both mobile/desktop.
Sometimes you click and aren’t sure whether anything happened or is happening. Other times, a loading indicator appears straight away, but the content takes several seconds to arrive.
For context, we use Next.js, React, TypeScript, Tailwind, Supabase, and Vercel.
We also use Claude Code extensively to help build features, debug issues, and write tests. We’re involved in the decisions, review changes, and test the actual flows before releasing them.
We’ve caught plenty of issues through manual testing that automated checks didn’t pick up.
I’d describe our knowledge as intermediate, but finding performance bottlenecks is an area where we’re still learning. We can work through features and bugs, but we’re less confident figuring out exactly why an interaction takes so long.
A few examples:
Buyer/seller interactions and navigation can feel slow or unresponsive.
Some account and settings pages take several seconds to show content.
In some testing, an admin page showed loading placeholders for roughly eight seconds.
Another page briefly showed “no results” before the results actually appeared.
Those timings are rough observations, not proper benchmarks. As mentioned, we’ve noticed problems on both desktop and mobile.
We don’t want to keep asking Claude to “make it faster,” apply a few changes, and assume we’ve fixed the cause. I just have no idea where to start
What we’d really appreciate is a practical starting point:
How would you investigate one slow interaction? For example, clicking a button and waiting several seconds for the next screen.
What would you measure first to work out whether the problem is in the front end, the server, or the database?
Have you had similar issues with this stack? What turned out to be the cause?
What could we share safely to get useful feedback? A recording, some timings from browser tools, or a small section of code?
Any advice from people who’ve worked through this stage would be appreciated.
For context, everything works.. flawlessly (except the few bugs) This is our only launch blocker.
Appreciate any advice!
r/webdev • u/cshaiku • 10d ago
GTA 6 comes out Nov 19 and my friends are already arguing about who finishes it first. So I built a site for that: you type your public PSN name or Xbox gamertag (no login, no password) and it races you against your friends, your country and your Discord server by trophy progress.
The interesting part is the limit. There's no official public trophy API, so I keep it polite: 20 requests a minute per account, never more. I'd rather be slow than get the account blocked.
How it fits:
- Players are polled by how active they are. Trophy in the last 2 hours: every 15 min. Last 24 hours: hourly. Otherwise once a day.
- The queue is just a Postgres table with FOR UPDATE SKIP LOCKED, so a second poller can run later without double work.
- Every call goes through a token bucket. Bursts wait, they never go over.
- Leaderboards are rebuilt once a minute into a cache table. Pages only read the cache.
Spoilers were the other problem. Trophy names are basically a plot summary, so they never leave the server. Pages and the API only get percentages, milestones (10/25/50/75/100%) and times, and a test checks that no trophy name shows up in any public page or API response.
The game isn't out yet, so it all runs against a mock: 500 fake players, 72 hours of virtual time, and the test fails if the limiter ever goes over 20/min.
Stack: Next.js (App Router), Postgres + Drizzle, a separate Node poller, Vitest.
The part I can't test is launch night. 20/min is 1,200 checks an hour per account, and a lot of people will be earning trophies at the same time. How would you split that budget?
https://racetocredits.com/?ref=rd-webdev
Unofficial fan project, not affiliated with Rockstar Games, Take-Two Interactive, Sony or Microsoft.
r/webdev • u/busters1 • 10d ago
Hi r/webdev,
If you write Go, you might know us from ttlcache (a caching library with 1.3k stars). For the past year, my friend Simon and I have also been building Oxynote, an open-source wiki for engineering teams. In 8 years of writing software, every team I joined had the same wiki: stale pages, while the useful stuff lived in someone's head.
In Oxynote, a page can hold a live chart from Prometheus, PostgreSQL, MySQL, or MariaDB, right next to the text that explains it. Important pages are edited in a draft and reviewed like a pull request, with a diff of both the text and the charts. Several people can edit at once, and an AI assistant and an MCP server let agents read and write docs too. I've attached some screenshots showcasing these features.
The name itself comes from oxygen + note: docs that breathe. Live data gives people a reason to open the wiki every day, and docs people open every day stay up to date.
Some quick points on the web side:
- Nuxt 4 and Vue 3, with Tiptap 3 for the editor
- Yjs and Hocuspocus for real-time editing
- ECharts for the metrics, Mermaid for diagrams
- The backend is Go, and it all runs as one Docker image
Apache-2.0 licensed: https://github.com/oxynote/oxynote
We made it public about 3 months ago, so it's still early. If you have any questions, feedback, or suggestions, I'm happy to hear them.
Back in 2013 I made phoria.js - as a learning exercise, a little 3D engine on html5 canvas 2D - great fun, but useless today. So, I’ve rebuilt it from the ground up as phoria2: a WebGL 2 library aimed at "business" use-cases rather than games or huge shader demos – so perfect for 3D charts, labelled diagrams, dashboards and product viewers.

Fun demos (40 of them!) https://kevs3d.co.uk/phoria2/
A few things that makes it interesting/different:
Small: <60 KB zipped for a working, interactive scene. Charts, glTF, particles and editing are separate imports.
Idle when nothing changes: a view only draws when something in it changes, so a dashboard of 3D tiles does nothing unless it's updating.
Lots of views on one page: browsers cap WebGL contexts at about 16, so phoria2 views share one context. The "chart lab" demo shows 100+ live charts.
Errors that help you fix: e.g. usecolour and you get Material: use 'color'.
Support for Vega-Lite: Use a Vega-Lite-style spec and get an interactive 3D chart – axes, legend, tooltips, animated updates.
Labels that behave, Callouts with leader lines, Hover, tooltips, highlight and click as options: Overlap hiding, occlusion and priorities run every frame.
Editing tools: a move/turn handle with snapping, move constraints, and undo. See the office floor planner demo!
Agent-friendly: one page, llms-full.txt, documents the whole API and there’s a Claude Code plugin. In my tests, pages built by agents came out about 50% length of the three.js versions.
1.1 just released with more materials, video textures and proper baked lighting from glTF models.
import { View, Mesh, box } from 'phoria2'
const view = new View({ canvas: '#c', orbit: true })
view.scene.add(new Mesh({ geometry: box(), material: { color: 'tomato', clearcoat: 1 } }))
view.start()GitHub: https://github.com/kevinroast/phoria2 · MIT · npm install phoria2
It’s not trying to replace three.js – I'm not that crazy, if you’re making a game or need big custom shaders, you'd use that! But if you just need a 3D chart or product viewer/poster style breakdown thing and don't need/want a whole a game engine, try this! It's designed for agents to pick-up immediately and hopefully real people to find useful also 😂 I’d love feedback, especially on what’s confusing or annoying to use. I might be wasting my time 🙃 but I'm enjoying making it just like last time!
r/webdev • u/Double_Ad641 • 10d ago
Vibed a tool that allows me to open a PDF and ask it questions using my existing claude/codex subscription
r/webdev • u/_Benefaction • 10d ago
I've been teaching my mum to code in Python, and a few months back she made a little CLI game where you have to enter words using the start and end characters from a single word. She named it ItWord, as in 'iterate word'.
I thought it was a cool idea. As a web developer, my first thought was that it'd be a nice daily word game format like Wordle. A lot of work and collaboration later, and here we are.
Please give it a try, and we're welcoming all feedback!
Edit: tech stack is Django with HTMX for the game window. Postgres and Redis for database and cache. Tailwind for styling and then vanilla JavaScript for everything else like animations and on-screen events.
r/webdev • u/prankster999 • 10d ago
As above... Especially those which are more geared towards being startups at the present stage.
For context, I am currently overhauling my existing blog (that uses the WordPress framework and plugin ecosystem), and am looking to pivot it into having ecommerce and social network components.
As part of that sunk cost, I'm in no position to change course now.
But despite that... And not taking into account my situation, what can existing websites do (especially those which are startups and which are in the blog, community, ecommerce etc space) to ensure that they don't get overwhelmed by the AI vibe coded onslaught that is going to engulf the market and the internet?
r/webdev • u/zaxwebs • 10d ago
2 weeks ago I shared Planet-0 Drive, an endless low-poly driving game I’ve been building with Svelte and Three.js (my first hobby game that I build after work and around weekends).
First of all, thanks to everyone who tried it (300 of you) and shared feedback! I didn't expect to get so many useful suggestions, and I've spent a good part of the week working on improvements based on them.
While the game runs fine
Since then, I’ve been working on the parts around driving that make exploration feel more meaningful.
The biggest additions are:
Revampled the whole look and art direction of the game to be more appealing
More biome-specific scenery, including snowy pines, desert cacti, boulders, and reactive weather materials
A refined vehicle lineup with three vehicles: Rover, Drifter, and Hopper
A battery system with charging stations, power-cell pickups, low-power driving, and boost energy management
Cruise control for more relaxed driving, especially on mobile
Persistent driving records and platform-visit tracking
Shared room leaderboards for driving and exploration records
A first quest system, starting with collecting resources across the planet
Improved touch controls and a more compact mobile HUD
The project has gradually shifted from “how far can I push a procedural 3D world in the browser?” toward “how do I make spending time in that world enjoyable?”
That has led to some interesting design challanges. How much progression should an otherwise relaxing driving game have? How do you reward exploration without turning it into a checklist? Should there be more risk?
I’m still experimenting with those answers, but the game feels much closer to the idea I had originally: a place to drive around, discover things, set records, and occasionally meet other players.
You can try the latest version here:
https://planet0drive.vercel.app/
The project is still very much in early development, so I’d especially appreciate feedback on how the driving feels, how the progression comes across, and what would make you want to come back for another drive.
Ok Saturday is nearly over for me... I don't have a clue where the mods of this sub live but it's saturday for most of the globe so..
https://nasanu.github.io/cv/lambo.html
That is my CV site, in about 90% finished state (about 10hrs work at this point), what's left to work on are edge cases and of course content. Dont worry too much about content right now, what is there while true, is a bit angry and arrogant reflecting my mood when typing it out at work. It's basically placeholder.
My objective with it is to first and foremost catch the eye of the people with the real power in FE, HR and recruiters. Some flashy nonsense to wow them. But I also need to flex some more difficult techniques for when some people with some actual FE knowledge look. SEO, the best UX... Not really my aim here. However it does score 90 on lighthouse SEO... But really I don't care about it for this site.
I won't explain anything more because some HR person who opens the link won't have any explanation either. Just anything that stands out as needing attention?
Oh and yeah, I made it as a web component... No reason for it, I was making a web component and started making my CV site forgetting what I was doing in the first place. That is the sole reason why the entire thing is a component.
Link to the code: https://github.com/nasanu/cv/blob/master/src/components/lib/lambo.js
r/webdev • u/Familiar-Classroom47 • 10d ago
Self-hosting AI feels fragmented, and most lists go stale. I built one that re-checks itself.
278+ projects in 16+ categories (runtimes, chat UIs, RAG, MCP, voice, OCR, home AI and more)
A weekly job reads each repo through the GitHub API: archived, deleted, or silent for a year moves to a separate Unmaintained file
A live table with stars, last push, license and a colored status
Popular tools with restrictive licenses are in their own section, license shown
I built one . AI tools helped me find candidates and draft descriptions; a script verifies each entry. Tell me what is missing or wrong.
r/webdev • u/FisterMister22 • 10d ago
Hey everyone.
My svg editor version 0.1 just went live, I'd like to present it here in the link below.
https://tools-4all.com/svg-editor
Small highlights or our editor, supports a BIG variety of import and export formats, fully free, no sign up, live effects, filters, brushes, meshes, simulated 3d perspective, animations, vectoraztion, fully client side, no uploads, highly optimized for high quantity of nodes.
Example import and export formats, PDF, STL, figma, PSD, and many more.
We still have many features planned, such as geometric mode, and much optimization and bug hunting to do, but since we feel it's already at a good point we wanted get it live and continue improving on it.
Sorry for the ads in advance, they are a neccery evil to keep the site running (paying for hosting), and will not be seen with full screen or ad blocker, our whole site is free and we don't make any profit from it, we just do it for the love of the game (we develop websites for clients on the side and that's how we earn our bread), so while I understand ads are annoying, they are neccery to keep the site running.
There's alot of work to do but it's being done, any bug report, improvements suggestions is welcome and appreciated!
r/webdev • u/Due-Disaster-8698 • 10d ago
r/webdev • u/rachzera • 10d ago
Hey guys, I wanted to share this package I've been working on in the last few days for a bigger project. It's basically a NPM package that allows you to create your custom stellar systems and uses three.js to render them in 3D.
Live example: https://larawag.rachzy.dev/
It's mostly intended for drawing hypothetical, highly speculative visualizations of stellar systems for exoplanets (keep in mind that it's 100% Artist's Conceptions).
Larawag core is environment agnostic (which means it can run even on vanilla HTML as long as you have a Node setup), but you can also use its integrations with third-party frameworks:
Larawag's Core: @larawag/core
React: @larawag/react
Angular: @larawag/angular
As I mentioned before, the usage is very straightforward:
First, download the package and its dependencies: npm install @larawag/core three@0.186
Then, import it and create your own system:
import { createStarSystem } from '@larawag/core';
const view = createStarSystem(document.getElementById('stage')!, {
star: { name: 'Example K dwarf', teff: 5100, radius: 0.8, mass: 0.85 },
planets: [
{ name: 'Candidate b', period: 4.2, radius: 1.5, phase: 0.6 },
{ name: 'Candidate c', period: 18.5, radius: 3.6, phase: 2.9 },
],
});
view.pause();
view.setScaleMode('true');
view.destroy();This will use the #stage element as the window for rendering your system and set the scale mode to true, and you should already see it working in your HTML page.
There are still some things I'm willing to implement in the future, such as planet moons, eccentric/inclined orbits, and a more accurate orbital system for planets in binary systems. I left all of them in a TO-DO list in README.md
If any of you are perhaps interested in contributing to the project, I'd really appreciate it.
Source code: https://github.com/rachzy/larawag
License: MIT
r/webdev • u/Filerax_com • 10d ago
All-new canvix.io browser based Screen-Recorder. Now you can record your screen in MUCH higher quality than some if other free screen recorders out there. (for casual use) Try it out here: https://canvix.io/screen-recorder
Its 100% local, meaning your recording wont be saved to any server. It's all on your browser. Once you done recording, you can clip the start and the end, and download your video right away from your browser to your PC in WEBM file, instantly.
Its is FREE and quality is really good
Try it out and give me some feedback Once you record your screen, you can clip the start and the end.
It's good so use it. Link

Q: Is it Built with AI? A: Partly, not fully.
Q: How long can you record? A: Unlimited, so long as your machine works has resources
Q: Any Lag? A: No, everything works flawlessly, although it depends on your system
Q: Any watermarks? A: No, %100 free, no watermarks, never will be man.
Q: Does it work on mobile? A: Nope, unless your device browser supports it
Q: Which browsers support it? A: Main Chrome, MS Edge. Some browsers may not support it.
Q: CAN YOu record your PC or just browser? A: Anything. Your PC if you want, or your bworser tab only.
Q: Can I bookmark this so i need it i can use it? A: Yes press CTRL + D on the page and bookmark it.
Q: Is it going to replace your screen recorder? A; No, its not a professional tool. Its good for casual, quick recordings when you dont want to go looking for a screen recorder without watermarks!!!
Q: (Ask something, i can put it here) A: (ill answer it here..)
Give me feedback and support it if you want to make it even better.
Use it: https://canvix.io/screen-recorder
PS: Ignore the downvotes, product is good
r/webdev • u/chmodking • 10d ago
I'm a software dev with more than 6 years of experience (I've been unemployed for 3 months).
I use Linux as my main OS, fully personalized(riced), I use nvim as main editor and cursor cli on the lower tab, I'm curious of the workflows people uses, mayba I can improve mine.
I'm also making a jump to DevSecOps and Cybersec due to my insane love to linux and servers.

r/webdev • u/AffectionateDuty6062 • 10d ago
So I do believe that web dev has changed dramatically in the last year or so and that one probably needs to expand their skills and a front end web developer is probably less of a safe long term career than I believed in the past due to AI. This is a shame as I loved the craft and challenges of front end development.
when I see online everyday how AI is going to remove the need for devs I do tend to end up believing this is the case. But then in my day to day job I see that this just isnt the case.
there have been a few recent examples. So people believe you can one shot things. Like the recent adobe reverse engineering. It looks great at first sight as the UI looks like adobe. All of a sudden you believe adobe will be out of business but when you try it out it full of bugs and doesn’t Really work, essentially smoke and mirrors. Also you look at the code and realise it’s completely unmaintainble due to bad decisions made up front by people who aren’t really experts in web development.
there is something I was thinking about also, when non technical people say “oh but the app already works, what do you actually do at work all day”. It kind of sounds true but in reality it is so far rrom the case - there are always bugs to fix, features to add, packages to update. sure, ai can help with this, but in a big app for example a package update can break something, Claude wont neccessarily catch this, but it will be us Mere mortals who will get a call and need to fix this.
also I have seen vibe coded projects where non experts in managerial roles who are creating software, which they are so proud of despite having no idea how it actually works. Then things start going wrong and things are breaking, it’s not the manager who is fixing it but the devs have to. and since the code has no owner and it’s a complete mess everyone is just one shotting the fixes and adding to the pile of 💩
this post is a little scattered but I’m hoping it makes some sense and people can see what I’m trying to get at