惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

C
Comments on: Blog
GbyAI
GbyAI
B
Blog RSS Feed
Microsoft Security Blog
Microsoft Security Blog
罗磊的独立博客
人人都是产品经理
人人都是产品经理
F
Full Disclosure
IT之家
IT之家
Know Your Adversary
Know Your Adversary
Engineering at Meta
Engineering at Meta
K
Kaspersky official blog
T
Tor Project blog
V
Visual Studio Blog
S
SegmentFault 最新的问题
P
Proofpoint News Feed
V
Vulnerabilities – Threatpost
T
True Tiger Recordings
H
Hackread – Cybersecurity News, Data Breaches, AI and More
The Hacker News
The Hacker News
MyScale Blog
MyScale Blog
Latest news
Latest news
Blog — PlanetScale
Blog — PlanetScale
Cyberwarzone
Cyberwarzone
Stack Overflow Blog
Stack Overflow Blog
OSCHINA 社区最新新闻
OSCHINA 社区最新新闻
Apple Machine Learning Research
Apple Machine Learning Research
Project Zero
Project Zero
AWS News Blog
AWS News Blog
Martin Fowler
Martin Fowler
F
Fox-IT International blog
C
CXSECURITY Database RSS Feed - CXSecurity.com
Scott Helme
Scott Helme
C
Check Point Blog
博客园 - Franky
P
Proofpoint News Feed
S
Securelist
cs.AI updates on arXiv.org
cs.AI updates on arXiv.org
U
Unit 42
P
Privacy & Cybersecurity Law Blog
NISL@THU
NISL@THU
T
The Blog of Author Tim Ferriss
Google DeepMind News
Google DeepMind News
D
Docker
Hacker News - Newest:
Hacker News - Newest: "LLM"
WordPress大学
WordPress大学
李成银的技术随笔
A
Arctic Wolf
CTFtime.org: upcoming CTF events
CTFtime.org: upcoming CTF events
S
Schneier on Security
N
Netflix TechBlog - Medium

DEV Community

Chat With Your Raspberry Pi — Control GPIO, Read Sensors, and Manage Services via Telegram Using Garudust Run OpenAI Codex CLI on Claude, Gemini, or Llama — in 50 lines of C# Token economics for AI agents: why workflow ownership matters more than task automation Why SMS Codes Are No Longer Enough for Business Security Communicate Ideas Visually: Let AI Run the Feedback Loop Building an Autonomous AI Hiring Agent with Multi-Agent Runtime Orchestration 🚀 Validating lists in Okyline: uniqueness, order, and cross-element rules Base64 encoding visualizer Designing Website Analytics for AI Crawlers Without Surveillance Forget Usernames and Passwords: A Web2 Developer’s Guide to Solana Identity Usage-Based Billing for AI Agents with FastAPI and Kong 30 Days of AI Agents Buying From a Real WooCommerce Store. Here's What the Data Says. AWS - Identity and Access Management Explained for Beginners Token Saving, and Caveman How Superpowers Forces Skill Execution How I Stressed My SQLite Job Queue to 5,000 Continuous Tasks on an Android Phone (And Why It Outperformed the Cloud) Is the job market dead, or has the skill bar increased? Introducing PlanCollab: AI-Powered Cross-Agent Code Planning & Review No More Waiting in Line: How I Built a Web-Based Canteen Queue Management System with Flask and MongoDB Deploying Unbound Validating DNS Resolver on Ubuntu 24.04 Deploying Prometheus Metrics Collection Server on Ubuntu 24.04 AWS IAM Roles Anywhere Hands-On Deploying Grafana Metrics Visualization Platform on Ubuntu 24.04 Deploying Gogs Simple Git Hosting on Ubuntu 24.04 Deploying MongoDB NoSQL Document Database on Ubuntu 24.04 Deploying Passbolt Team Password Manager on Ubuntu 24.04 Deploying OpenWebUI Local AI Interface on Ubuntu 24.04 Deploying Bitwarden Password Management Vault on Ubuntu 24.04 Deploying GitLab CE DevOps Management Suite on Ubuntu 24.04 Panduan Praktis Pasca-Install Ubuntu 24.04 Desktop Agar Sistem Nyaman Dipakai Harian Deploying n8n Workflow Automation Engine on Ubuntu 24.04 Memory Cache: o bug invisível que só aparece quando sua aplicação precisa escalar horizontalmente "this" in JS is SIMPLE as a rock LoRaWAN has ~51 bytes per frame. Your JSON alert doesn't fit. Stop Avoiding Bitwise Operators ERP Product Tree Denormalization: The Maintenance and Scale Conundrum We Leaked 1,368 Customers into Our LIVE Stripe Account via E2E Tests Overlay Widgets vs Real WCAG Scanners: A 2026 Buyer’s Guide How an Accessibility SaaS Broke Its Own Landing (and How We Fixed It) Building the harness around our coding agents: eight failure modes, eight pillars LynxDB - I wanted Splunk's query language without Splunk RAG Is Not Always the Answer Anymore: How AI Agents Search Code in 2026 I Leaked API Keys Through My .env File — Here's What I Learned About Secret Management Score Big with Power Apps: A Step-by-Step Guide to Custom Football APIs IaC Drift Is Inevitable — Design for Detection, Not Prevention I Built a CLI Tool That Writes Better Git Commits Than I Do Adding Text Selection to Bash I Built an Android App With Zero Backend — Here's What Happened I built toklock — the only Anthropic rate-limit proxy that queues requests instead of crashing your agents The Hardest Part of Building an Encrypted Journaling App Wasn’t Encryption Replicate MySQL to ClickHouse with Sling Why I Think the Next Big Blockchains Will Be Built Around AI, Not With AI on Top How to use the Specification Pattern to Clean Up Query Logic in C#, .NET AI may already be turning translators into proofreaders. Coders could be next? One API, every social image - dynamic OG, Twitter, LinkedIn, Pinterest, YouTube AI Agents Need Artifacts, Not Activity. What I Learned Shipping 7 Mac Apps in 12 Months — The Honest Retrospective Being pro-developer in the AI age Circuit Breaker Now Supports LangGraph and Vercel AI SDK Where Does the Data Go? A Comprehensive Guide to Databases Node.js wants to ban AI-generated code. They should. 07/20: Layer 2 – The Data Link Layer: Frames, MAC Addresses & Switches 5 Python Features That Made Me a Better Developer Why "flex" breaks your email in Outlook (and how to catch it in VS Code) Most Organizations Don't Have an AI Problem, They Have an Integration Problem I Built a Privacy-First PDF Toolbox — Your Files Never Leave the Browser The EU AI Act Was Written for Models. Your Agents Need Runtime Compliance. Your AI Agent on Kubernetes Is Probably Exposed to the Internet Right Now 723 Cycles of Zero-Sleep Autonomy: What Running 24/7 for Weeks Actually Looks Like AI Automation vs AI Augmentation: Know Which One You Are Actually Building A .NET Dinosaur in Web3. Day 13 — Access Control Transaction Hooks: A General Primitive for Post-Commit Side Effects (Case Study: Queuert) Lines vs Blocks(CSS): Divide & Grid Explained The Business Context Problem: Why Vulnerability Severity Scores Lie "How I Cut My Go Markdown Linter's Benchmark by 81%" Casting Resurrection on a Dead D&D Table The Story Behind Java: From C++ Limitations to Platform Independence Keep Appium out of your test code: BasePage + lazy locators How I use agents for my personal projects I Built a Compliance Health Scanner for Indian Startups in 24 Hours - Here’s What I Learned What AMQP compatibility means for a local Azure emulator Why I stopped rotating active log files in Python I built a tiny runtime for resumable agent workers The Cost of Showing Up: What the Productivity Advice Does Not Tell You About Being Visible Python Why I Rebuilt My Portfolio with Astro I finally gave my AI agents a shared memory and a team #Crew44 Kimsuky (APT43) — Analysis of the New PebbleDash · AppleSeed Toolset shadcn/ui is Not a Component Library Scaling Monorepos with Turborepo Five Ways to Fail a Transport Terminal themes optimize for syntax highlighting; that's the wrong target Your Clean Domain Could Be Masking an Attack: The Underminr Vulnerability Explained AI Coding Standards at Scale: Versioned AI Rules for Cursor, Claude Code, and Beyond 🚀 Introduction to Express.js – the framework that changed Node forever Mini Shai-Hulud: A persistent supply-chain worm From Braces to Pipes How to Debug LLM-Driven Android Automation Runs Sharing my Mock Interview Experience - Part 1 Laying it all Out
I Built a Browser Game Engine Inside WordPress Without Canvas or WebGL. Here's Why
Scott Adrian · 2026-05-26 · via DEV Community

Over four years ago I started building something that most developers
told me shouldn't work.

A browser game engine with no canvas element, no WebGL, and no
external game libraries. The entire engine runs on the DOM. Every
game lives as a standard web page at its own URL. Players click
a link and the game loads instantly on any device with no
download, no install, no app store.

Most browser game developers assume canvas or WebGL is a
requirement. I wanted to find out what happens if you remove
that assumption entirely.

Why No Canvas

The canvas approach is powerful but it creates a distribution
problem. Canvas games need to be exported, uploaded, and served
from a host that handles the files. The game and the website
are two separate things. Embedding requires an iframe. Sharing
requires a host.

Running on the DOM meant something different was possible. The
page itself becomes the game. No iframe, no embed, no separate
host. The game lives natively inside any website as a standard
page. Build it and it is immediately live at its own URL.

That URL is the thing that changes everything about distribution.
Share it anywhere and anyone can play it instantly. No friction
between a creator and their audience.

How the Engine Works

Game logic is defined through a visual interface rather than
code. Areas, characters, items, enemies, missions, cutscenes,
and dialogue are all configured without writing a single line
of JavaScript.

On the front end the engine reads that configuration and handles:

  • Top down and side scrolling movement
  • Collision detection
  • NPC dialogue and branching conversations
  • Mission and progression systems
  • Inventory and item collection
  • Combat with multiple enemy types
  • Cutscenes and story moments
  • Boss fights

Movement and collision run through DOM positioning rather than
a game loop on canvas. Every game element is a DOM node with
position, size, and behavior defined by data attributes. The
engine checks overlaps, handles interactions, and updates state
through JavaScript that reads and writes to those attributes.

The WordPress Connection

The engine is built as a WordPress plugin. Game assets are
WordPress custom post types. A character is a post. An area
is a post. An item is a post. The meta fields on those posts
define behavior, position, size, collision, interaction type,
mission triggers, dialogue content.

WordPress handles authentication, the database, the REST API,
media management, and multisite hosting. That is months of
infrastructure that came for free. The plugin adds the game
layer on top.

The hosted platform at orbem.studio runs on WordPress multisite.
Each game gets its own subdomain. Sign up and your game
environment is ready in under 60 seconds without touching
WordPress at all.

The Front End Builder

One of the more interesting engineering problems was building
a front end game editor that runs inside the game itself.

The builder lets creators add, edit, place, and delete game
assets without ever leaving the game. Click to place positioning
works by switching the cursor to a crosshair, clicking anywhere
on the map, capturing the coordinates, and submitting the asset
creation form with those coordinates pre-filled.

Asset changes update instantly without a page refresh. The game
state reflects the change immediately so creators see exactly
what players will see in real time.

Orbem Studio Paint

The engine also includes a built in pixel art tool called
Orbem Studio Paint. Creators draw sprites at any dimension,
export as SVG, PNG, or JPG, and save directly to the WordPress
media library. From there assets go straight into the game
without leaving the browser.

Export and Import

Every game can be exported to a single JSON file that includes
all posts, all meta, all game options, and all image URLs.
Importing to another Orbem Studio install downloads each image
from the source site and rewrites all URLs to point to the
new location automatically.

What I Learned Building This

The biggest surprise was how much a DOM based approach enables
that canvas cannot. CSS animations, CSS transitions, standard
HTML elements, browser accessibility features, all of these
work naturally inside a DOM based game and require significant
additional work to replicate on canvas.

The biggest limitation is performance on large maps with many
simultaneous moving elements. DOM layout recalculation is
expensive and canvas handles large numbers of moving sprites
significantly better. For the types of games Orbem Studio
targets, RPGs, narrative experiences, puzzle games, arcade
games, this has not been a practical problem. For a game
with hundreds of simultaneous moving elements it would be.

The no canvas constraint turned out to be generative rather
than limiting. Every architectural decision flowed from it and
the result is something genuinely different from other browser
game engines.

Try It

The free WordPress plugin is on WordPress.org:
wordpress.org/plugins/orbem-studio

The hosted platform where you can build without WordPress:
orbem.studio

A few games built with it:
orbem.studio/games

I would love to hear what other developers think about the
DOM based approach and whether the trade-offs make sense for
the use cases I am targeting. Happy to answer any technical
questions in the comments.