tomayac, to webassembly
@tomayac@toot.cafe avatar

Be sure to check out Deepti Gandluri's and Austin Eng's talk on #WebAssembly and #WebGPU enhancements for faster Web AI: https://youtu.be/VYJZGa9m34w?si=_PPuJQJ9Zor5AyID. Running Al inference directly on client machines reduces latency, improves privacy by keeping all data on the client, and saves server costs. To accelerate these workloads, #Wasm and WebGPU are evolving to incorporate new low-level primitives.
#GoogleIO

dneto, to random
@dneto@mastodon.gamedev.place avatar

I think people get tied up in knots when trying to parse SPIR-V with structured control flow.

You gotta do it in reverse structured post-order.

Once you lay out the basic blocks in that order, the nested control constructs map to intervals over that list. (:galaxy brain:)

For details, see Tint's SPIR-V to WGSL translator.

https://dawn.googlesource.com/dawn/+/refs/heads/main/src/tint/lang/spirv/reader/ast_parser/function.cc#72

athas, to webassembly
@athas@freeradical.zone avatar

Without Nix, how do you set up complicated build/test environments on other systems? The sheer amount of sedimentary layers you need to do #WASM or #WebGPU stuff is astounding, and then you add the various utility Python libraries needed to glue together a test harness.

tomayac, to webassembly
@tomayac@toot.cafe avatar

🎧 Just recorded episode 2 of the podcast with ✨ Deepti Gandluri ✨. In this episode, we talk about 's standardization, bleeding-edge and mature proposals Deepti is excited about, and—of course— and !

It's scheduled to be released in two weeks 🗓️. Now is a good time to subscribe to the show in your favorite podcast application: https://wasmassembly.libsyn.com/!

athas, to webgpu
@athas@freeradical.zone avatar

How do people test programs/shaders in CI? Can Chrome or Firefox run headless on a server in a closet? Is there a implementation that does not need a physical GPU?

niklaskorz, to rust
@niklaskorz@rheinneckar.social avatar

I'm happy to announce I will be speaking at this year. My talk is about Linon, a graphical application I began writing during my MSc studies at @uniheidelberg for interactively exploring the visual effects of continuous refraction or distortion of light rays. The application is based on , making heavy use of compute shaders.

https://rustfest.ch/talks/interactive-exploration-of-nonlinear-ray-casting-with-rust-and-wgpu/

ypujante, to webgpu
@ypujante@fosstodon.org avatar

Banging my head against the wall...

It seems that I am getting pos.x as the actual screen coordinate instead of [-1, 1] as demonstrated by:

@fragment fn fragmentMain(@builtin(position) pos: vec4f) -> @location(0) vec4f {
var color = vec4f(0);
if(pos.x > 100) {
color = vec4f(1,0,0,1);
}
return color;
}

Any idea?????

willgfx, to webgpu
@willgfx@mastodon.social avatar

I just published a blog about implementing marching cubes in and benchmarking it against a native implementation: https://www.willusher.io/graphics/2024/04/22/webgpu-marching-cubes , as a spoiler, the WebGPU version performs on par with the native Vulkan one!

Try out the WebGPU version yourself: https://www.willusher.io/webgpu-marching-cubes/ and the Vulkan one if you're interested: https://github.com/Twinklebear/vulkan-marching-cubes , I'd be curious to see what perf results people get!

ypujante, to webgpu
@ypujante@fosstodon.org avatar

Downloading Google Dawn on Windows10 fails due to filename too long.. here is the filename ImageSampleProjDrefExplicitLod_CheckForLod0_SpvParserHandleTest_ImageCoordsTest_MakeCoordinateOperandsForImageAccess_0.spvasm.expected.ir.msl

Kind of insane if you ask me...

tojiro, to webgpu
@tojiro@mastodon.social avatar

Latest Khronos / meetup recording is up on YouTube now! My presentation about WebGPU on Android starts at about 1hr 19min.

https://youtu.be/bxsQMlymLEw?si=DvG4owZYsErq2XRG

schizanon, to random
@schizanon@mas.to avatar

I'm not rich, but I don't spend more than I earn in interest on my Bitcoin, so I'm having a hard time motivating myself to look for a job. I've been a web developer for about 25 years, and though I like the work, I can't stand the people. They are ego-maniacal, bad at communication, and humorless in general. There are exceptions, but they get cowed by louder more aggressive ones. "So contract" I hear you say; but here's the weird thing; I actually like working with people.

schizanon,
@schizanon@mas.to avatar

, , and open up so many possibilities too. I see so many hardware makers shipping web-based configuration tools these days and I'm HERE FOR IT! There's almost nothing the web can't do these days.

I'm also intensely interested in distributed programming with blockchains like and , and distributed hosting with things like and .

brendan, to webgpu
@brendan@mastodon.gamedev.place avatar

I'll be at the Khronos Group WebGL / WebGPU Meetup at GDC on March 20th, talking about implementing for . I'm not at all nervous. My fast heart rate is purely coincidental.

https://www.khronos.org/events/webgl-webgpu-meetup-GDC-2024

schizanon, to webdev
@schizanon@mas.to avatar

Someone asked why we don't see any popular video games being made for WebGL, and it got me thinking that I need to make a video game with webGL or webGPU.

It should be something simple so I can get it done before losing interest. It should take advantage of the platform; multiplayer, or fast casual pick up and play for example. Bonus points if it's fun to play.

jperkel, to webassembly
@jperkel@sciencemastodon.com avatar

I'm so excited to see my latest @Nature feature! This month I explore how and are transforming scientific computing. Among other things, these techs make it possible to try software without installing it. eg, check out https://sandbox.bio/ to test-drive tutorials in bioinformatics. Article: https://www.nature.com/articles/d41586-024-00725-1

jperkel, to webassembly
@jperkel@sciencemastodon.com avatar

Today @Nature, I delve into -- two technologies that allow researchers to run software in the browser without having to install it. Featuring a fantastic illustration from The Project Twins! https://www.nature.com/articles/d41586-024-00725-1

AdeptVeritatis, to KDE
@AdeptVeritatis@social.tchncs.de avatar

Upgraded to .

Some widgets do not work anymore (thermal monitor & an older weather widget). That was expected.

Some settings were reset.
Took me a while until I figured out, that I had 'Breeze dark' for all design styles but the colors in 'Breeze classic'.
I deactivated shadows again but need to find some more animations.
Fixed a thin line around windows by changing the Breeze window decorations.

I expected much more hiccups.

@kde

AdeptVeritatis,
@AdeptVeritatis@social.tchncs.de avatar

@kde

The performance feels smooth, although my hardware is really old now. I am especially happy, that my GPU is not outdated with this upgrade.

All in all no real game-breaking bugs for me.
Except one: My latest project is freezing after it starts. It is based on / eframe with , which might play into it.
I wanted to publish it in a couple of days. But not knowing, what causes this, and knowing, that my app will not run on all systems, will delay it.

Time for some bug reports!

tojiro, (edited ) to random
@tojiro@mastodon.social avatar

Just found out that is now shipping on the Quest browser! (Not for use with yet, just in 2D.) Screencaps from a Quest 3.

tojiro, (edited ) to random
@tojiro@mastodon.social avatar

My Vulkanised talk on implementing with is up! https://youtu.be/qoIODegjaIE?si=lDdZ1P4N3WYqMSf_

sofia, to rust
@sofia@chaos.social avatar
Az, to rust
@Az@mastodon.gamedev.place avatar
mpesce, to vr
@mpesce@arvr.social avatar

Have just learned is shuttering : a bad call for the open web, and bad timing, as just begins to take off.

But hey, let the future be dominated by Meta and Apple. I'm sure that'll work out just fine. 😬

mpesce,
@mpesce@arvr.social avatar

As for going all in on AI: What's the point?

There is so much work going on in right now (no, seriously, and it's going better and faster than it is for the big tech firms) that anything Mozilla could do - beyond making it easy to use based inferencing in the browser (which you can already do in Chrome and Edge) wouldn't even move the needle.

So I ask again, what, precisely is the goal here? What is Mozilla aiming to achieve beyond what is happening now?

Az, to rust
@Az@mastodon.gamedev.place avatar

Updating a project with winit, wgpu and egui is always an arduous journey, but I didn't expect firefox to be the most time consuming this time!

Anyway, my template for hot reloading both wgsl and rust, with native and wasm support is up-to-date and even simpler to use!

https://github.com/Azkellas/rust_wgpu_hot_reload/

An example. On the left, an IDE modifying both wgsl and rust files. On the right, the application, displaying a regular polygon with a red-to-blue gradient and an ui over it. When changing values in the source files (edge count, colors, etc.) or on the ui, the polygon is updated accordingly i real time.

donmccurdy, to threejs
@donmccurdy@fosstodon.org avatar

I've been meaning to start writing up blog posts based on responses to common questions in three.js Slack/Discord/Forums, so here's a start — an introduction to image formats in used in WebGL and WebGPU applications, including WebP, AVIF, and KTX2.

https://www.donmccurdy.com/2024/02/11/web-texture-formats/

Az, to rust
@Az@mastodon.gamedev.place avatar

@sebastianlague latest video made me want to try his spatial grid algorithm. I've been wanting to try gpu-based spatial partitioning for quite a while and Sebastian's explanations are really nice to follow and wrap one's head around the concept.
But first, particles!

A thousand circle particles behaving fluid-like, constrained in a circle, sometimes erupting before stabilizing again.

Az,
@Az@mastodon.gamedev.place avatar

Finally back to working on the simulation. It's time to dogfood my mesh_to_sdf crate for the fluid sim mesh collisions. Really happy with the first results, it works!
I need to find a better screen recorder though, ScreenToGif struggles and invents drops when it's running at 300fps...

#rust #webgpu #rendering #simulation #wgpu #rustlang

The particle based fluid simulation falling on a dragon mesh, the particles follow the geometry.

Az,
@Az@mastodon.gamedev.place avatar
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