wgpu_glyph
box2d-wasm
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wgpu_glyph | box2d-wasm | |
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3 | 7 | |
437 | 243 | |
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5.9 | 0.0 | |
about 2 months ago | almost 2 years ago | |
Rust | TypeScript | |
MIT License | - |
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wgpu_glyph
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WebGPU – All of the cores, none of the canvas
It won't live in WebGPU itself, but I do expect to start to see more third-party libraries for text. There’s already wgpu_glyph (https://github.com/hecrj/wgpu_glyph/tree/master) which uses a glyph atlas (CPU-rendered sprite map of characters), but techniques for signed-distance field fonts have come a long way too.
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wgpu_glyph VS wgpu-text - a user suggested alternative
2 projects | 27 Mar 2022
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Does a wgpu text renderer exist for Android?
I've been searching for one all day, and wgpu_glyph is the only obvious choice, but it's incompatible with Android (and in fact crashes on startup even if all you do is add it as a dependency)
box2d-wasm
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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.
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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)
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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.
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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...
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[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
What are some alternatives?
wgpu-text - 📜A simple 2D text renderer for wgpu📜 > is a wrapper over glyph-brush for easier text rendering in wgpu > inspired by similar to wgpu_glyph
rapier - 2D and 3D physics engines focused on performance.
fontdue - The fastest font renderer in the world, written in pure rust.
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
Neothesia - Flashy Synthesia Like Software For Linux,Windows and MacOs
box2d.ts - Full blown Box2D Ecosystem for the web, written in TypeScript
storm - Toy game engine. It's unstable, buggy, and really just a playground for me.
LiquidFun - 2D physics engine for games
kas - Another GUI toolkit
Box2D - Box2D is a 2D physics engine for games
SHA256-WebGPU - Implementation of sha256 in WGSL
comlink - Comlink makes WebWorkers enjoyable.