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Lots of interesting points in there, and working on Bevy I'm sure you have much more extensive WebGPU expertise than me. I agree that the feature set around We
by seanisom 2y ago
Lots of interesting points in there, and working on Bevy I'm sure you have much more extensive WebGPU expertise than me.
I agree that the feature set around WebGPU is constrained and becoming outdated tech compared to native platforms. It shouldn't have taken this long just to get compute shaders into a browser, but here we are. The lack of programmable mesh pipelines is a barrier for a lot of games, and I know that's just the beginning.
For memory, architecturally, that's why I'm treating wander as a tree of nodes, each containing Wasm functions - everything gets its own stack, and there is a strategy to manage Store sizes in wasmtime. Deleting that is the only way to free memory vs a singular application compiled to Wasm with one stack/heap/etc. More of a data-driven visualization framework than a full engine like Bevy, which I still think is one of the most elegant ways to build browser based games and 3d environments.
- pjmlp 2y agoIt should be noted that the reason we don't have compute shaders on WebGL was Chrome team dropping the ball on them. https://github.com/9ballsyndrome/WebGL_Compute_shader/issues/9 https://github.com/9ballsyndrome/WebGL_Compute_shader/issues... https://www.khronos.org/webgl/public-mailing-list/public_webgl/2009/msg00000.php https://www.khronos.org/webgl/public-mailing-list/public_web... https://issues.chromium.org/issues/40150444 https://issues.chromium.org/issues/40150444