A real-time WebGPU scene showing a procedurally generated forest under a Rayleigh-scattered sky, built from a node graph editor where each node previews its output.
Sedon is "nodes" spelled backwards, which tells you about how much thought went into the name. Open it and you get a node graph wired into a real-time WebGPU renderer. Cubes, curves, and point-lists feed a forest under a Rayleigh-scattered sky, with bloom, water that finds its own shorelines, and terrain that re-tessellates as you fly through it. The whole forest is about 9k gzipped. That's the thesis: big content from tiny data, which Gregg Tavares reckons is a real reason 3D never got big on the web. Your scene saves as a URL.
If you've learned graphics on the web, you've met Gregg already. He's behind WebGLFundamentals and WebGPUFundamentals, wrote twgl.js, and turns up at the bottom of the Stack Overflow answer that explains why your framebuffer is blank. He helped WebGL find a home in browsers, has written the actually-useful tutorials for over a decade, and still answers questions in the threads. So when he calls Sedon an experiment, that means something. The catch: it's vibe coded, literally. Near zero hand-written lines, four weeks of spare time, and he'll be first to tell you it's maybe 10% of the way to usable. That's the point. He isn't shipping it. He's leaving it out as proof of what good prompting could do in 2026, and a reminder that 3D on the web has room left. Go poke at it. Add ?scene=forest, flip on debugTerrainLOD=true to watch the tessellation seams light up, record your moves with allow-macros=1, then read the source.
- Live Demo: https://greggman.github.io/sedon
- Source Code: https://github.com/greggman/sedon
- Author: Gregg Tavares (X, GitHub, LinkedIn, Medium)