EldritchUI
A Lovecraftian WebGL interface library — carved stone, deep water, and things best left sealed.
A build-free game-UI library rendered entirely with three.js. Every texture is generated procedurally at runtime — no image assets, no bundler, no framework. Serve a folder, import one module, and summon a complete game interface.
Download EldritchUIThirty live showcases
Every tile below is a plain HTML page running the library as-is — no build step,
nothing hidden. Add ?debug=1 to any of them for layout bounds, the hit chain, clip
rects, and the perf HUD.
First steps
starter
The smallest complete page: init, one window, one button, one tooltip.
demo
The full interactive showcase — every widget, window, and system in one place.
game-hud
The flagship: a complete combat HUD driven by a fake game ticker.
embed
The interface as a good citizen inside a real scrolling host page, with destroy and reboot.
Complete genre interfaces
action-hud
The lantern bearer: a weapon wheel whose hit area is the ring, a scripted boss with an enrage clock.
shooter-hud
The iron sights: a blooming reticle, pooled hit markers, a damage ring that knows behind from ahead.
strategy-hud
The war table: marquee selection, command card, build queue, tactical map.
survival-hud
The long winter: body meters, compass, chest quick-transfer, a cooking campfire.
social-hud
The gathering: a five-slot party, pooled nameplates, a hold-Tab scoreboard, an emote wheel.
deckbuilder
The drawn hand: fanned procedural cards dragged onto enemies, browsable mounds, the run map.
tycoon
The counting house: profit lines that survive losses, a five-thousand-row ledger, prioritized counsel.
arcade
Coda and coin-op: a tide-pool match board, a hint economy that runs dry, the counting-number tally.
narrative
The whispering stage: letterboxed typewriter dialogue, a timed choice, a sanity slider that shakes the interface.
world-hud
Between worlds: anchored nameplates, offscreen edge markers, a hold-to-claim relic.
mud-hud
The speaking stones: clickable room prose, a command line, the wounded body doll.
Systems and screens
settings
A real settings screen: tabs, keybinds with conflicts, apply and revert, persistence.
inventory
Item grids and the stacking drag protocol: merge, swap, split, seal.
trees
Lattices of fate: one dataset through the SkillTree and TechTree skins, plus the raw core.
dialogs-quests
A harbor-side parley: conversations granting quests into a live tracker.
meta-screens
Thresholds: title menu, saves, difficulty, pause, level select, credits.
tutorial
The guiding hand: a spotlight-and-coachmark tour of a practice hall.
binding
The bound ledger: a fake model driving the HUD both ways, layout persistence.
big-data
Ten thousand things: a log firehose, a 5k-row sorting table, a focusable 10k list.
meters
Meters and measures: a wall of live instruments on one fake ticker.
rich-text
The markup sampler: styled runs, inline icons, a live editor.
juice
Choreography and echoes: the transition gallery, a stagger playground, the sound map.
devtools
The inspector's lens: a drop-down dev console and the node-tree inspector.
Theming and extending
theme-gallery
Many skins: the shipped presets at four couch-distance scales.
theming
The theme workshop: edit tokens live, re-cut the stone, copy the snippet.
custom-icons
Register your own icon painters and ability lore.
What's in the box
- Windows, modals, popups, toasts, tooltips
- Drag-and-drop inventories with stacking rules
- Skill trees, tech webs, and run maps on one graph core
- Dialogue, typewriter text, journals, subtitles
- Card hands with a full drag-to-play protocol
- Reticles, killfeeds, damage rings, ammo counters
- Party frames, scoreboards, pooled nameplates
- Canvas charts and a virtualized tree ledger
- Meters, timers, badges, star ratings, tallies
- Keyboard + gamepad navigation throughout
- Theming: tokens, seeds, painters, presets
- Rich text with inline icons and links
Ready to build with it? The download page has the full bundle, a quickstart, and what's inside.