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 EldritchUI
Version 2.7.0 · MIT license · ~1 MB zip · everything included

Thirty 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

Ready to build with it? The download page has the full bundle, a quickstart, and what's inside.