Motion GPU documentation site showing a minimal WebGPU API for fullscreen shader pipelines with DAG-based frame scheduling and composable multi-pass rendering.
Most WebGPU projects want to be everything. Motion GPU wants to be brutally focused, and that's what makes it interesting. Built by Marek Jóźwiak, it's a deliberately narrow tool: fullscreen shaders, multi-pass pipelines, frame scheduling. That's the whole menu. No scene graphs, no mesh loaders, no camera rigs. The result is a small and optimized bundle.
Under the hood, things get properly nerdy. The frame scheduler is DAG-based with explicit task ordering, so you're not guessing at execution sequence. The render graph supports composable ping-pong slots for multi-pass pipelines, which is exactly the sort of thing that sounds dry until you're three hours into debugging a bloom chain and wishing someone had thought about it. Pipeline rebuilds are deterministic. Errors are structural, not thrown into the void. The API is minimal enough that you can hold most of it in your head, which is a feature more libraries should aspire to.
Right now it's Svelte-only, with React and Vue on the roadmap. Head over to motion-gpu.dev for docs and demos, or dig into the repo if you want to see how a DAG scheduler and render graph look when someone builds them without the usual kitchen-sink impulse.
- Live Demo: https://www.motion-gpu.dev
- Source Code: https://github.com/motion-core/motion-gpu
- Author: Marek Jóźwiak (X, LinkedIn, GitHub)