box2d-wasm
gpuweb
box2d-wasm | gpuweb | |
---|---|---|
7 | 57 | |
243 | 4,589 | |
- | 1.2% | |
0.0 | 9.1 | |
almost 2 years ago | 5 days ago | |
TypeScript | Bikeshed | |
- | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
box2d-wasm
-
Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
https://github.com/Birch-san/box2d-wasm.) Godot uses box2d, too, so that would be convenient, if I switch to godot, but only if it is worth the performance improvement, which it currently does not seem to be. Maybe next year.
-
WebGPU – All of the cores, none of the canvas
Following the article, you build a simple 2D physic simulation (only for balls). Did by chance anyone expand on that to include boxes, or know of a different approach to build a physic engine in WebGPU?
I experiemented a bit with it and imolemented raycasting, but it is really not trivial getting the data in and out. (Limiting it to boxes and circles would satisfy my use case and seems doable, but getting polygons would be very hard, as then you have a dynamic size of their edges to account for and that gives me headache)
3D physic engine on the GPU would be the obvious dream goal to get maximum performance, but that is really not an easy thing to do.
Right now I am using a Box2D for wasm and it has good performance, but it could be better.
https://github.com/Birch-san/box2d-wasm
The main problem with all this is the overhead of getting data into the gpu and back. Once it is on the gpu it is amazingly fast. But the back and forth can really make your framerates drop - so to make it worth it, most of the simulation data has to remain on the gpu and you only put small chanks of data that have changed in and out. And ideally render it all on the gpu in the next step.
(The performance bottleneck of this simulation is exactly that, it gets simulated on the gpu, then retrieved and drawn with the normal canvasAPI which is slow)
-
Running JS physics in a webworker - part 1 - proof of concept
box2dwasm - an old, still maintained C++ library compiled to WASM. The documentation is lacking and developer experience seems poor.
-
Show HN: WASM and WebGL Fluid Simulation
network inspector says 2.1MB. but that's dominated by a 1.3MB image.
the main assets of the library are:
- Box2D.simd.js (422kB)
- Box2D.simd.wasm (266 kB)
a minimal demo that uses the library can be created in just a few kB:
https://github.com/Birch-san/box2d-wasm/tree/master/demo/mod...
-
[AskJS] How could I implement realistic fluids simulations (SPH?) in my video game?
A couple weeks ago I ported liquidfun to TypeScript + WebAssembly: https://github.com/Birch-san/box2d-wasm/releases/tag/v4.0.0-liquidfun.0
gpuweb
-
Show HN: I built a free in-browser Llama 3 chatbot powered by WebGPU
Works for me.
WebGPU support is behind a couple flags on Linux: https://github.com/gpuweb/gpuweb/wiki/Implementation-Status
- WGSL Is Terrible
-
WebGPU now available for testing in Safari Technology Preview
People keep spreading this incredibly misleading statement, and yours is even more misleading (suggesting Apple opposed a 'GPU WASM')
By all accounts, Apple's /only/ stance was that if WebGPU used SPIR-V it would be a non-starter for them, due to ongoing legal issues between Apple and Khronos.
Apple actually proposed WebHLSL in collaboration with Microsoft, to have HLSL be the standard.
Mozilla employee's stance[0] was that SPIRV was too low level, did not fit with the goals of WebGPU portability and security, and expressed concern that Khronos may add functionality to SPIRV they cannot support in WebGPU like raytracing instructions .. 'So we'd always be on the verge of forking SPIR-V in some way.'
It was also noted by many people that even if a bytecode format was used, it would still have to be translated to the target (HLSL/DXIL, MSL, etc.) in almost the same way a text format would.
Nobody proposed a 'GPU WASM equivalent' or an alternative bytecode format.
The hard truth is that shader compilation is a fucking nightmare, people do not realize how bad it is across the different native APIs. SPIR-V is good, but it doesn't solve that - and presents other challenges if you are a web browser API. Vulkan and SPIRV are not the golden goose many make them out to be.
[0] https://github.com/gpuweb/gpuweb/issues/847#issuecomment-642...
-
Show HN: WebGPU Particles Simulation
Yes it is still a bit new. WebGPU is not finished and is still being worked on: https://webgpu.io/
-
Capturing the WebGPU Ecosystem
WebGPU currently doesn't support the "bindless" resource access model (see: https://github.com/gpuweb/gpuweb/issues/380).
The "max number of sampled texture per shader stage" is a runtime device limit, and the minimal value for that seems to be 16. So texture atlasses are still a thing in WebGPU.
-
Why aren't we using highly efficient int8 calcualtions in quants? (maybe eli14?)
There's even an implementation under discussion to have the dp4a instruction added to WebGPU (https://github.com/gpuweb/gpuweb/issues/2677)
- WebGPU – All of the cores, none of the canvas
- How to get Chromium working with the Vulkan driver on a RPi4?
- Anyone has Chromium WebGPU working?
- [Rust_Gamedev] WGSL est-il un bon choix?
What are some alternatives?
rapier - 2D and 3D physics engines focused on performance.
wgsl.vim - WGSL syntax highlight for vim
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
pyodide - Pyodide is a Python distribution for the browser and Node.js based on WebAssembly
box2d.ts - Full blown Box2D Ecosystem for the web, written in TypeScript
noclip.website - A digital museum of video game levels
LiquidFun - 2D physics engine for games
BestBuy-GPU-Bot - BestBuy Bot is an Add to cart and Auto Checkout Bot. This auto buying bot can search the item repeatedly on the ITEM page using one keyword. Once the desired item is available it can add to cart and checkout very fast. This auto purchasing BestBuy Bot can work on Firefox Browser so it can run in all Operating Systems. It can run for multiple items simultaneously.
Box2D - Box2D is a 2D physics engine for games
wgpu-rs - Rust bindings to wgpu native library
comlink - Comlink makes WebWorkers enjoyable.
WASI - WebAssembly System Interface