wander VS WebGL_Compute_shader

Compare wander vs WebGL_Compute_shader and see what are their differences.

wander

wander - the Wasm Renderer (by renderlet)

WebGL_Compute_shader

WebGL 2.0 Compute shader Demos (by 9ballsyndrome)
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wander WebGL_Compute_shader
2 4
643 289
5.1% -
8.7 10.0
about 1 month ago over 4 years ago
C TypeScript
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.

wander

Posts with mentions or reviews of wander. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-05-08.
  • Show HN: A simple 2D fluid and gravity simulation with WASM and WebGL
    2 projects | news.ycombinator.com | 8 May 2024
    very cool! if you're exploring wasm for graphics, take a look at Wander- lets you create and execute "renderlets" — portable modules containing graphics data and code compiled to wasm https://github.com/renderlet/wander
  • 3D and 2D: Testing out my cross-platform graphics engine
    17 projects | news.ycombinator.com | 2 Apr 2024
    I used to work at Adobe on the infrastructure powering big applications like Photoshop and Acrobat. One of our worst headaches was making these really powerful codebases work on desktop, web, mobile, and the cloud without having to completely rewrite them. For example, to get Lightroom and Photoshop working on the web we took a winding path through JavaScript, Google’s PNaCl, asm.js, and finally WebAssembly, all while having to rethink our GPU architecture around these devices. We even had to get single-threaded builds working and rebuild the UI around Web Components. Today the web builds work great, but it was a decade-long journey to get there!

    The graphics stack continues to be one of the biggest bottlenecks in portability. One day I realized that WebAssembly (Wasm) actually held the solution to the madness. It’s runnable anywhere, embeddable into anything, and performant enough for real-time graphics. So I quit my job and dove into the adventure of creating a portable, embeddable WASM-based graphics framework from the ground up: high-level enough for app developers to easily make whatever graphics they want, and low-level enough to take full advantage of the GPU and everything else needed for a high-performance application.

    I call it Renderlet to emphasize the embeddable aspect — you can make self-contained graphics modules that do just what you want, connect them together, and make them run on anything or in anything with trivial interop.

    If you think of how Unity made it easy for devs to build cross-platform games, the idea is to do the same thing for all visual applications.

    Somewhere along the way I got into YC as a solo founder (!) but mostly I’ve been heads-down building this thing for the last 6 months. It’s not quite ready for an open alpha release, but it’s close - close enough that I’m ready to write about it, show it off, and start getting feedback. This is the thing I dreamed of as an application developer, and I want to know what you think!

    When Rive open-sourced their 2D vector engine and made a splash on HN a couple weeks ago (https://news.ycombinator.com/item?id=39766893), I was intrigued. Rive’s renderer is built as a higher-level 2D API similar to SVG, whereas the Wander renderer (the open-source runtime part of Renderlet) exposes a lower-level 3D API over the GPU. Could Renderlet use its GPU backend to run the Rive Renderer library, enabling any 3D app to have a 2D vector backend? Yes it can - I implemented it!

    You can see it working here: https://vimeo.com/929416955 and there’s a deep technical dive here: https://github.com/renderlet/wander/wiki/Using-renderlet-with-rive%E2%80%90renderer. The code for my runtime Wasm Renderer (a.k.a. Wander) is here: https://github.com/renderlet/wander.

    I’ll come back and do a proper Show HN or Launch HN when the compiler is ready for anyone to use and I have the integration working on all platforms, but I hope this is interesting enough to take a look at now. I want to hear what you think of this!

WebGL_Compute_shader

Posts with mentions or reviews of WebGL_Compute_shader. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-06-06.
  • I learned Vulkan and wrote a small game engine with it (in 3 months)
    17 projects | news.ycombinator.com | 6 Jun 2024
    That doesn't invalidate what I said, rather that we could have gotten WebGL 2.0 Compute much sooner than WebGPU if it wasn't for bloody politics among browser vendors.

    https://github.com/9ballsyndrome/WebGL_Compute_shader

    https://github.com/9ballsyndrome/WebGL_Compute_shader/issues...

    https://issues.chromium.org/issues/40150444

    "Intel spearheaded the webgl2-compute context to provide a way to run GPU compute workloads on the web. At the same time, the WebGPU effort at the W3C aimed to design a new, lower-level graphics API, including GPU compute. The webgl2-compute approach encountered some technical barriers, including that macOS' OpenGL implementation never supported compute shaders, meaning that it wasn't easily portable. webgl2-compute has so far been used by customers for prototyping.

    At present, WebGPU is close to shipment, and its shader pipeline is nearing completion. It's possible to run combined GPU rendering and compute workloads in WebGPU.

    In order to reclaim code space in Chromium's installer that is needed by WebGPU, the webgl2-compute context must be removed."

  • 3D and 2D: Testing out my cross-platform graphics engine
    17 projects | news.ycombinator.com | 2 Apr 2024
    It should be noted that the reason we don't have compute shaders on WebGL 2.0 was Chrome team dropping the ball on them.

    https://github.com/9ballsyndrome/WebGL_Compute_shader/issues...

    https://www.khronos.org/webgl/public-mailing-list/public_web...

    https://issues.chromium.org/issues/40150444

  • WebGPU Fundamentals
    7 projects | news.ycombinator.com | 15 Apr 2023
    Yes,

    https://registry.khronos.org/webgl/specs/latest/2.0-compute/

    https://github.com/9ballsyndrome/WebGL_Compute_shader

    And then Google decides not implementating it after all, because of WebGPU.

    https://github.com/9ballsyndrome/WebGL_Compute_shader/issues...

  • i still don't understand how webgl,webgpu makes things faster
    1 project | /r/webgl | 17 Jun 2022
    You can do number processing on the GPU in shaders using compute shaders such as these demos

What are some alternatives?

When comparing wander and WebGL_Compute_shader you can also consider the following projects:

armortools - 3D Content Creation Tools

fciv-net - Freeciv 3D - Fciv.net the 3D version of the Freeciv strategy game

qemujs - Qemu.js source code with proof-of-concept machine-code-to-WASM JIT.

caniuse - Raw browser/feature support data from caniuse.com

contrast_renderer - Contrast is a WebGPU based 2D render engine written in Rust

hashlink - A virtual machine for Haxe

Kha - Ultra-portable, high performance, open source multimedia framework.

component-model - Repository for design and specification of the Component Model

zui - Immediate Mode User Interface

bevy - A refreshingly simple data-driven game engine built in Rust

flutter_filament - 3D rendering layer for Flutter/Filament

Flutter - Flutter makes it easy and fast to build beautiful apps for mobile and beyond

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