I'm super frustrated by the state of 3D on web right now as an app developer. I wish we just had Vulkan on the web ...
Right now your options are basically having a GLES renderer that you can restrict to WebGL2 (so no compute shaders, etc. and other things that make desktop OpenGL acceptable for writing a modern renderer) or having to abstract over Vulkan/WebGPU yourself, which are similar but different enough to increase your code complexity considerably.
There's abstractions like wgpu and bgfx you can commit to, and of course you can just use game engine middleware and have it all done for you, but overall things fall short of just being able to "write once, run anywhere" a renderer, sadly.
I actually have an implementation of that too, since I was fascinated by the twisting cloth example, but need to figure out how best to incorporate it, or if it’s better in a standalone experiment.
The excellent 3D demo on that page is CPU based, serial.
mjmdavis 2 hours ago [-]
This is really awesome. Great work.
I aspire to build cool stuff like this in WebGPU.
Very excited for the future of the web.
juretriglav 1 hours ago [-]
Thanks! Never been easier to start than right now. This physics engine is a bit opaque in terms of how it works, but I recently wrote about a global illumination approach that uses surfels - I break it down into small manageable pieces, with plenty of interactive visualizations, and it's also in WebGPU! If you have some time, maybe take a look at that and start taking it apart: https://juretriglav.si/surfel-based-global-illumination-on-t...
Stevvo 47 minutes ago [-]
It can definitely be achieved with Claude. Even with no experience in graphics progammming, I've been able to replicate results of several papers in related to fluid simulation.
the-golden-one 1 hours ago [-]
Why do all physics engines still look so floaty?
Rendered at 18:46:42 GMT+0000 (Coordinated Universal Time) with Vercel.
Right now your options are basically having a GLES renderer that you can restrict to WebGL2 (so no compute shaders, etc. and other things that make desktop OpenGL acceptable for writing a modern renderer) or having to abstract over Vulkan/WebGPU yourself, which are similar but different enough to increase your code complexity considerably.
There's abstractions like wgpu and bgfx you can commit to, and of course you can just use game engine middleware and have it all done for you, but overall things fall short of just being able to "write once, run anywhere" a renderer, sadly.
I aspire to build cool stuff like this in WebGPU.
Very excited for the future of the web.