webgpu-blas
godot-proposals
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webgpu-blas | godot-proposals | |
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3 | 610 | |
97 | 1,028 | |
- | 2.1% | |
4.8 | 2.7 | |
3 months ago | 6 months ago | |
TypeScript | ||
MIT License | MIT License |
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webgpu-blas
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Chrome Ships WebGPU
Looks like no -- there appears to be no tensor core or similar support and this SGEMM (fp32 matrix multiply) benchmark gets awful results (my laptop gets 330gflops on this when it should be capable of 13000 gflops).
https://github.com/milhidaka/webgpu-blas
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Modern JavaScript:Everything you missed over the last 10 years(ECMAScript 2020)
I think you will be interested to read this article about the future of data programming in JavaScript (http://benschmidt.org/post/2020-01-15/2020-01-15-webgpu/).
I do think that this kind of thing will be able to be built on top of WebGPU (I saw this experimental POC that did so recently: https://github.com/milhidaka/webgpu-blas). The only issue is that since JavaScript doesn't support operator overloading, the code might be a little less readable.
- JavaScript for Data Science
godot-proposals
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
- Made a proposal for clone a key in AnimationPlayer
What are some alternatives?
numjs - Like NumPy, in JavaScript
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Material UI - Ready-to-use foundational React components, free forever. It includes Material UI, which implements Google's Material Design.
godex - Godex is a Godot Engine ECS library.
SHA256-WebGPU - Implementation of sha256 in WGSL
Godot - Godot Engine – Multi-platform 2D and 3D game engine
wgpu-mm
Godot-Mixing-Desk - A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
next-auth - Authentication for the Web.
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
icpts - TypeScript implementation of iterative closest point (ICP) for point cloud registration
openseeface-gd - A GUI for running OpenSeeFace.