Lighting the Poolrooms in a browser tab
Caustics, wet tile and a drain that’s listening — rendered in real time on WebGPU. A peek under the hood of Level 7.
The Poolrooms are the level people ask about most: warm water, white tile, and an impossible quiet. They’re also the level that taught us most about what a browser can do in 2026.
WebGPU, all the way down
HUM is built on three.js with the WebGPU renderer and node-based materials. Every surface in the Poolrooms — grout, damp, the faint green bloom at the waterline — is a procedural shader rather than a photo, which keeps the download small and the tiles never quite repeating.
Light that lies to you
The water casts moving caustics onto the ceiling. They are very slightly out of sync with the waves. Nobody consciously notices. Everybody feels it.
Keeping it at 60
We budget every level against a mid-range laptop GPU. If your machine struggles, the game quietly scales resolution and effects so the frame rate holds — the dread should come from the room, not the stutter.
Posted by the Solo Frogs studio