Hey folks,
As I’m working with WebGPU compute shaders a lot for procedural geometry generation on the GPU, I find it helpful to have a base template playground to get started from. The first step of procedural generation is usually to get the points / vertices in the right positions, so the “Hello world” example just sets positions of a vertex array in parallel, and then shows the resulting positions. The same buffer is directly used for drawing on the GPU, so no CPU copy is needed between updates. ![]()
So I’ve created this lightweight sandbox where you can right away start editing WGSL code and seeing the effect on output positions.
The geometry output is stored in a PointCloudMeshRenderer, it’s my simple wrapper of BABYLON.PointCloudSystem to support dynamic vertex count, and it’s also a normal 3d object so it can be transformed within the scene like any other mesh.
If you read this far: Try dropping the above PG code into ChatGPT / Deepseek / whatever and ask it to give you an updated createScene function with something other than the built-in Fibonacci sphere as the position function, then share it here!
For fun, here’s a ChatGPT take on the Babylon logo [playground]:
I’ll probably add similar Hello World examples for generating other vertex buffers and index buffers in the coming weeks.
Let me know if you have improvement ideas! I would be interested in contributing this to the docs if others are likely find it valuable.

