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A WebGPU implementation of Augmented Vertex Block Descent

85 pointsby juretriglavtoday at 12:01 PM9 commentsview on HN

Comments

sho_hntoday at 6:02 PM

I'm super frustrated by the state of 3D on web right now as an app developer. I wish we just had Vulkan on the web ...

Right now your options are basically having a GLES renderer that you can restrict to WebGL2 (so no compute shaders, etc. and other things that make desktop OpenGL acceptable for writing a modern renderer) or having to abstract over Vulkan/WebGPU yourself, which are similar but different enough to increase your code complexity considerably.

There's abstractions like wgpu and bgfx you can commit to, and of course you can just use game engine middleware and have it all done for you, but overall things fall short of just being able to "write once, run anywhere" a renderer, sadly.

zokiertoday at 4:08 PM

Do you see "Offset Geometric Contact" paper fitting into this project somehow? https://graphics.cs.utah.edu/research/projects/ogc/

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Ciantictoday at 2:39 PM

AVBD also has this page https://graphics.cs.utah.edu/research/projects/avbd/ I don't know how this implementation differs from the one they are demoing but this one by Jure Triglav feels much smoother to me.

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mjmdavistoday at 4:31 PM

This is really awesome. Great work.

I aspire to build cool stuff like this in WebGPU.

Very excited for the future of the web.

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the-golden-onetoday at 5:20 PM

Why do all physics engines still look so floaty?