First Public Working Drafts: WebGPU and WebGPU Shading Language

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  • manifesto

    The Extensible Web Manifesto (by extensibleweb)

  • InfluxDB

    Purpose built for real-time analytics at any scale. InfluxDB Platform is powered by columnar analytics, optimized for cost-efficient storage, and built with open data standards.

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  • nannou

    A Creative Coding Framework for Rust.

    Saved in my note, much appreciated.

    Yes, I agree building a UI library from scratch is hard and probably not worthy doing (too many people tried and gave up in the middle; probably better to channel that enthusiasm on improving existing ones). I should state that more clearly. I was looking at something more modest, like a canvas implementation based on wgpu that enables others to build their UI libraries on top.

    I guess it would be something like Skia, but it also sounds like a tremendous effort, and I could probably just use Skia instead. However, I guess I am not going to match what Skia has (maybe what HTML canvas has is enough?). Also, I have played with skia-safe crate but I personally feel the dev experience could be better (not to blame skia-safe, it's wonderful and even provides a build process that automatically downloads a precompiled skia library).

    Thanks for pointing out Iced. I didn't know they are using wgpu under the hood. I will take a good look at their code. I have been reading nannou's code to learn how to work with wgpu. If we skip my last paragraph, I think building a UI library on top of nannou is pretty doable.

    [1]: https://github.com/nannou-org/nannou

  • sokol

    minimal cross-platform standalone C headers

    > This isn't exactly a massive obstacle if you've set out to build a complex game in the browser.

    It is an obstacle (at least a massive annoyance) for library authors (like this: https://github.com/floooh/sokol). Those libraries can be used for extremely simple and small WASM snippets embedded in blog posts (like here: https://floooh.github.io/2019/01/05/wasm-embedding.html), or in "proper" games hosted through "proper" web services which allow to set the response headers.

    Right now the choice is to either support WASM threading, but tell users that the resulting code most likely won't work on the hosting provider of their choice, or not support WASM threading and work everywhere. At least for me I have decided to ignore WASM threading until the problem is solved (either the response headers are supported automatically by most popular hosting services, or there's another way to enable WASM threading which doesn't require control over the web server).

  • simple-game

    A personal collection of windowing/graphics/game code to get started quickly on games and graphical applications

    It's really not that bad. I had some complaints about WGSL a few months ago but it was surprising how quickly it improved. Here are some simple real-world shaders you can look at:

    https://github.com/bschwind/simple-game/tree/9de179085a04dd4...

    If you combine it with a quick build step to give you shader compilation errors before your program runs, it becomes a pretty nice shading language. There are still a few rough edges but it's not _that_ bad to work with.

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