Balaur in the browser
The same engine that runs the editor and every game, built to WebAssembly and drawing on this canvas through WebGPU. What runs here is examples/hello — a spinning cube, a bouncing ball, physics and a HUD label — exported to a pack with balaur export and fetched by the page.
Needs WebGPU. The engine is about 4.5 MB compressed and nothing is fetched until you press the button; click the canvas to give it the keyboard.
What this is, and is not
It is the web template the engine builds on every push — wasm32-unknown-unknown, wasm-bindgen, a wgpu surface on a canvas — running a pack the way a fused executable runs one on desktop, with the same scripts, the same physics and the same fixed tick. Sound is off in the browser for now, and the pack carries its scripts as source, because compiled bytecode is not yet portable between a 64-bit machine and the 32-bit web runtime.
It is not the editor. The editor reads and writes a project's files, and a browser has no project directory: giving it one — a file system behind the same script API, the editor's own project fetched beside the wasm — is the next step on the roadmap. The examples and getting started pages are the way to the editor today.