A Different Way Of Thinking About Shaders in WebGPU

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  • Опубликовано: 27 дек 2024

Комментарии •

  • @XyndraNerd
    @XyndraNerd Месяц назад +5

    now I can argue about using wgsl in normal web apps

  • @SuboptimalEng
    @SuboptimalEng Месяц назад +4

    Bro locked in.

  • @SuboptimalEng
    @SuboptimalEng Месяц назад +1

    After watching the video, I’m intrigued. I started learning WebGPU last weekend and found the setup code to be tedious. Going to check this out.

    • @visionary_3_d
      @visionary_3_d  Месяц назад +1

      @@SuboptimalEng amazing! you’re the type of person I’m building this for 😉
      Let me know what you think when you try it!

  • @joostkersjes4349
    @joostkersjes4349 Месяц назад +2

    I really hope this project can make WebGPU a more attractive option for the uninitiated web devs (like me). All the best! Starred the repo ❤

    • @visionary_3_d
      @visionary_3_d  Месяц назад

      @@joostkersjes4349 thank you!!
      We’ll make it happen 🫡

  • @greensporevalley
    @greensporevalley Месяц назад +1

    Awesome, can't wait to try this out!

    • @visionary_3_d
      @visionary_3_d  Месяц назад

      Thank You!
      Share your thoughts when you do!!

  • @mobocation8599
    @mobocation8599 Месяц назад +2

    wow😮🔥
    Its wonderful🤌🏻

    • @visionary_3_d
      @visionary_3_d  Месяц назад

      It issss wonderful!! so much more productive now.
      still a lot to improve, but at least its a good start 😄
      Thanks for the kind words!

  • @Miya-q7j
    @Miya-q7j Месяц назад +1

    Wow, I'm really stunned 🔥

  • @JiyinYiyong
    @JiyinYiyong Месяц назад +1

    while it's nice. something I want most is to fill the gap between JavaScript and WGSL. there's structs in WGSL, but JavaScript does not provide structs. If both languages is Rust, I can see people defining macros defining traits to fix the issues that structs on GPU has layouts with aligned=blabla and size=blabla, and that being guaranteed by compiler. Now in JavaScript it took me a lot time to figure out I used wrong structure or buffer layout, and always to match the buffer layouts. (disclaimer, I'm toying with WebGPU but I'm not gamer developer, not used game engines yet.)

    • @visionary_3_d
      @visionary_3_d  Месяц назад

      @@JiyinYiyong I totally understand your pov.
      This kind of solves the problem you’re mentioning as it separates out GPU related code and CPU related code completely by using automatic layout and binding generation, however it’s not as nice as rust for what you’re describing and honestly the goal for it is not to beat rust, but to create a new path for parallel computing and simulation…

  • @すべてに興味を失う
    @すべてに興味を失う Месяц назад +1

    Looks like TSL

    • @visionary_3_d
      @visionary_3_d  Месяц назад

      @@すべてに興味を失う I’d say it looks more like WGSL, which is what TSL is built on top of 😄
      And it’s WebGpu in every way. No WebGL.

  • @StephaneVFX
    @StephaneVFX Месяц назад +1

    wow... thanks !!

    • @visionary_3_d
      @visionary_3_d  Месяц назад

      @@StephaneVFX Thanks for watching 😃

  • @GhazalRamezanian
    @GhazalRamezanian Месяц назад +1

    Remarkable!

    • @visionary_3_d
      @visionary_3_d  Месяц назад

      Thanks for the kind comment, Ghazal!

  • @Trooperos90
    @Trooperos90 Месяц назад

    Cool