Zero Backend • Pure WebAssembly • Audio Clocked

Next-Gen Retro Emulation & Engine SDKs

A suite of high-performance WebAssembly game engines, emulators, and client-side ROM collection tools. Standardized with unified SDK contracts and zero server overhead.

0
Repositories
0
WASM Emulators
0
Game Engine Ports
0%
Client-Side Privacy

WebAssembly Engine Catalog

Built for Performance & Privacy

Audio-Clocked Frame Loop

No ASYNCIFY bloat or emulated GL. Frame pacing is driven by AudioWorklet ring buffers (~90ms queued), locking emulator speed precisely to audio hardware with zero pitch drift.

100% Client-Side Privacy

Your games and files stay on your machine. Using WebAssembly and the File System Access API, zero ROM bytes or user telemetry are ever uploaded to an external server.

Unified Engine SDK Contract

All engines conform to @wasm-gaming/engine-specs. Switch between Snes9x, mGBA, FBNeo, or RSDKv4 without changing host application control code.

Dynamic Asset Mounting

Engines do not bake game data into WASM binaries. Hosts supply game ROMs or Data.rsdk files dynamically into Virtual Filesystems (VFS/OPFS) at runtime.

Consuming WASM Engines in JavaScript / TypeScript

// Select a snippet above