mach-gpu-dawn VS Spector.js

Compare mach-gpu-dawn vs Spector.js and see what are their differences.

mach-gpu-dawn

Google's Dawn WebGPU implementation, cross-compiled with Zig into a single static library (by hexops)

Spector.js

Explore and Troubleshoot your WebGL scenes with ease. (by BabylonJS)
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mach-gpu-dawn Spector.js
2 5
143 1,238
2.1% 1.8%
8.6 6.6
7 days ago about 1 month ago
Zig TypeScript
GNU General Public License v3.0 or later MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

mach-gpu-dawn

Posts with mentions or reviews of mach-gpu-dawn. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-09-30.

Spector.js

Posts with mentions or reviews of Spector.js. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-21.
  • Show HN: Volume rendering 3D data in Three.js and GLSL
    5 projects | news.ycombinator.com | 21 Apr 2024
    Author of the WebGL volume rendering tutorial [0] you mentioned in the readme here, great work!

    Working in WebGL/JS is nice since you can deploy it everywhere, but it can be really hard for graphics programming as you've found because there are very few tools for doing real GPU/graphics debugging for WebGL. The only one I know of is [1], and I've had limited success with it.

    WebGPU is a great next step, it provides a modern GPU API (so if you want to learn Metal, DX12, Vulkan, they're more familiar), and modern GPU functionality like storage buffers and compute shaders, not to mention lower overhead and better performance. The WebGPU inspector [2] also looks to provide a GPU profiler/debugger for web that aims to be on par with native options. I just tried it out on a small project I have and it looks really useful. Another benefit of WebGPU is that it maps more clearly to Metal/DX12/Vulkan, so you can use native tools to profile it through Chrome [3].

    I think it would be worth learning C++ and a native graphics API, you'll get access to the much more powerful graphics debugging & profiling features provided by native tools (PIX, RenderDoc, Nvidia Nsight, Xcode, etc.) and functionality beyond what even WebGPU exposes.

    Personally, I have come "full circle": I started with C++ and OpenGL, then DX12/Vulkan/Metal, then started doing more WebGL/WebGPU and JS/TS to "run everywhere", and now I'm back writing C++ but using WebGL/WebGPU and compiling to WebAssembly to still everywhere (and native for tools).

    With WebGPU, you could program in C++ (or Rust) and compile to both native (for access to debuggers and tools), and Wasm (for wide deployment on the web). This is one of the aspects of WebGPU that is most exciting to me. There's a great tutorial on developing WebGPU w/ C++ [4], and a one on using it from JS/TS [5].

    [0] https://www.willusher.io/webgl/2019/01/13/volume-rendering-w...

    [1] https://spector.babylonjs.com/

    [2] https://github.com/brendan-duncan/webgpu_inspector

    [3] https://toji.dev/webgpu-profiling/pix

    [4] https://eliemichel.github.io/LearnWebGPU/

    [5] https://webgpufundamentals.org/

  • What's your go to platform for developing with WebGPU?
    2 projects | /r/webgpu | 30 Sep 2022
  • 3D website
    2 projects | /r/webgl | 28 Sep 2022
    For debugging, spector.js helps sometimes.
  • How can we know what version of WebGL is running on our browser?
    1 project | /r/webgl | 7 Apr 2022
    If you want to know what the browser supports, webglreport.com will tell you. If you want to know what a specific page is using, https://spector.babylonjs.com/ can probably tell you. Alternatively, you can go into dev tools, select the canvas in the inspector, and run $0.getContext('webgl2') to see if it's webgl2 or not.
  • How to Inject Javascript to a Site From Chrome Extension
    1 project | /r/javascript | 12 Jul 2021
    I'm actually not sure. Here is the implementation. The extension can capture single frames of WebGL animations, I think it's something to do with getting the timing of that frame (finding its start and end).

What are some alternatives?

When comparing mach-gpu-dawn and Spector.js you can also consider the following projects:

wgpu - Cross-platform, safe, pure-rust graphics api.

polygonjs - node-based WebGL design tool

capy - 💻Build one codebase and get native UI on Windows, Linux and Web

redcube - JS renderer based on GLTF to WebGPU or WebGL backends.

zig-clap - Simple command line argument parsing library

TimeChart - An chart library specialized for large-scale time-series data, built on WebGL.

zig-gamedev - Main monorepo for @zig-gamedev libs and example applications

threeify - A Typescript 3D library loosely based on three.js

mach - zig game engine & graphics toolkit

streets-gl - 🗺 OpenStreetMap 3D renderer powered by WebGL2

gpuweb - Where the GPU for the Web work happens!

webgl-rock-pillars - WebGL Floating Islands demo