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#webgpu

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my plan for this is to eventually add another backend for the layout logic, maybe based on #egui or maybe #webgpu directly, and port the tui apps to gui in one fell swoop!

(anyone feel like pulling this one off is more than welcome to try! same apps in tui and gui - how cool would that be?)

If you're interested in 3D on the web and in the bay area next week for GDC/GTC or just live there, come by the meetup on Wednesday khronos.org/events/3d-on-the-w ! There's a good line up of talks, I'll be talking about bringing scivis to the web w/ #WebGL / #WebGPU / #WASM

The Khronos Group · 3D on the WebDeploying and developing royalty-free open standards for 3D graphics, Virtual and Augmented Reality, Parallel Computing, Neural Networks, and Vision Processing

First render after rewriting my toy engine from Vulkan to . And I'm awestruck, again.

It's upside down, GUI is missing, shadow map is buggy. But it's not a black screen. In fact, most things work well on the first render.

When I wrote 3D in C++, black screens and crashes were quite common. C++ tells you how you _can_ use an API, but tells you how you _should_. And the validation checks of both and are awesome.

When matsuoka-601 dropped his WebGPU fluid simulation demos, they left everyone in awe—pushing the limits of what's possible in the browser with breathtaking realism and incredible performance. 💦

Now, he's been kind enough to take us behind the scenes, breaking down the magic behind the mesmerizing waves, high-performance physics, and real-time rendering!

Read it here: tympanus.net/codrops/2025/02/2

had to debug a vertex buffer today and I found that setting the descriptor to point-list instead of triangle-list was incredibly useful. it showed I had a few extra points plotted out that didn't make a full tri.

in the point is only 1px large so it can be hard to see, but better than nothing for sure.