tojiro, to webgpu
@tojiro@mastodon.social avatar

A quick #WebGPU PSA: the async method adapter.requestAdapterInfo() is being replaced with the attribute adapter.info. You can try it now in Chrome Canary!

https://chromiumdash.appspot.com/commit/9e908a7dca56215132ec7afc8962b18f993bbd2d

requestAdapterInfo will stick around in Chrome for a little bit while we monitor usage, but we plan to eventually remove it and leave just adapter.info. From what I hear Firefox and Safari are considering only shipping the adapter.info variant.

Read on for a thread about why!

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

Thinking I should maybe return to this thing and explore how to do it with and go nuts with render bundles

https://space-scene-sandbox.vercel.app/

(This version is just with lots of custom shader stuff)

schizanon, to webdev
@schizanon@mastodon.social avatar

> Three.js introduces its own 'TSL' shader language as a way to write WebGPU shaders with JavaScript rather than the WebGPU Shading Language.

https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language

#webDev #javaScript #threejs #webgl #shader #glsl #web #game #development #graphics #programming #tsl #webgpu #webgpusl #shadingLanguage #gamedev

donmccurdy, to threejs
@donmccurdy@fosstodon.org avatar

Just updated https://gltf.report to three.js r164 and glTF Transform v4. The example script is now almost identical to gltf-transform optimize presets, and includes: gpu instancing, palette texture creation, mesh joining, simplification, keyframe resampling, and more.

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

#spirv #vulkan #wgsl #webgpu

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 or 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 #WasmAssembly podcast with ✨ Deepti Gandluri ✨. In this episode, we talk about #Wasm's standardization, bleeding-edge and mature #WebAssembly proposals Deepti is excited about, and—of course—#AI and #WebGPU!

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

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

I just published a blog about implementing marching cubes in #WebGPU and benchmarking it against a native #Vulkan 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

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

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,

#WebGPU, #WebBluetooth, and #WebSockets 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 #InternetComputerProtocol and #Solana, and distributed hosting with things like #IPFS and #Filecoin.

brendan, to webgpu

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

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.

#webDev #webGL #webGPU #threeJS #gamedev #videoGames #gaming

jperkel, to webassembly

I'm so excited to see my latest @Nature feature! This month I explore how #WebAssembly and #webgpu 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

Today @Nature, I delve into #WebAssembly #WebGPU -- 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 #WebGPU with #Vulkan is up! https://youtu.be/qoIODegjaIE?si=lDdZ1P4N3WYqMSf_

sofia, to rust
@sofia@chaos.social avatar
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!

#rust #webgpu #simulation

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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