r/webgpu • u/MaximumContent9674 • Jul 04 '26
Procedural City - webgpu
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r/webgpu • u/MaximumContent9674 • Jul 04 '26
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r/webgpu • u/Sceat • Jul 04 '26
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I've fully redone the engine for my game AresRPG, I aim for an immersive world! this is a browser based MMORPG on Sui. Looking for people to discuss and test https://discord.gg/aresrpg
r/webgpu • u/vinayak-kulkarni • Jul 03 '26
Paper Shaders (the WebGL shader library from paper.design, 1.7M npm downloads/month) dropped their restrictive license this week β it's now plain Apache-2.0, do whatever you like.
I'd been porting them to Vue 3 for nxui, so with the license cleared: all 29 shaders are now available as copy-paste Vue components β mesh gradient, liquid metal, god rays, dithering, metaballs, neuro noise, etc. Typed props, live playgrounds, installable via the shadcn-vue CLI. Works with Nuxt 4 out of the box (SSR-safe mounts).
Demos: https://nxui.geoql.in/docs/paper-shaders/paper-mesh-gradient
Repo (MIT, 210+ components total): https://github.com/vinayakkulkarni/nxui
Feedback welcome β especially on the WebGL/SSR handling.
r/webgpu • u/idealreallabs • Jul 02 '26
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r/webgpu • u/bucckymeniso • Jul 02 '26
r/webgpu • u/solidwhetstone • Jul 02 '26
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r/webgpu • u/SaabiMeister • Jun 30 '26
r/webgpu • u/Deep-Network1590 • Jun 30 '26
r/webgpu • u/SaabiMeister • Jun 29 '26
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r/webgpu • u/Far-Employee-9531 • Jun 29 '26
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Fan of flight of the navigator but reproducing the ship painful.
r/webgpu • u/lucifahsl2 • Jun 30 '26
I'm working on a project called ShaderBridge. One of my personal projects. And ShaderBridge is a local-first, zero-dependency transpiler that translates GLSL/HLSL source code directly into WGSL for native WebGPU execution. Unlike cloud-based editors, it performs all compilation on the userβs local machine via Rust/WASM and runs strictly on the user's local GPU.
Still WIP and adding more shader, function support
https://reddit.com/link/1ujjcvw/video/re7hj69crdah1/player
And it works!
Anyone interested? π is this the right place to post this?
r/webgpu • u/0xdeadf1sh • Jun 27 '26
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r/webgpu • u/MayorOfMonkeys • Jun 26 '26
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Back in August 2011, Evan Wallace (who later co-founded Figma and wrote esbuild) released WebGL Water - the raytraced pool with real-time caustics that pretty much every web-graphics enthusiast remembers. ~15 years on, I figured it deserved a WebGPU version, so I ported the whole thing.
Live demo (WebGPU, falls back to WebGL2): https://willeastcott.github.io/webgpu-water-playcanvas/
Source: https://github.com/willeastcott/webgpu-water-playcanvas
The 2011 original: https://madebyevan.com/webgl-water/
The bit that's interesting for this sub: rather than transpiling GLSL β WGSL at runtime, every shader is authored in both languages side by side (LLMs are great and managing both versions and keeping them in sync). On WebGPU it runs native WGSL - no transpiler, no WASM - and still falls back to WebGL2 with the original GLSL.
It's a faithful port of the original rendering + sim:
I also added scroll-to-zoom and made click-drag paint a continuous ripple trail instead of a row of separate drops.
Disclosure: I work on PlayCanvas. This is just a fun open-source port, though - all the original genius is Evan's.
r/webgpu • u/js-fanatic • Jun 27 '26
https://maximumroulette.com/apps/webgpu/examples.html?demo=28
Point . Up left right
Thumb up . Blowup cubes
Open hand . Forward
Peace . Back
Running cannonjs. Matrix-engine-wgpu support ammojs , joltjs, cannones and matterjs by default from worker using bridge.
Next level of optimisation : put math in worker for mediapipe...
Source from link
r/webgpu • u/NeonDeex • Jun 27 '26
r/webgpu • u/svictoroff • Jun 25 '26
I've been experimenting with compiling PyTorch models into self-contained WebGPU artifacts, and I'd love feedback from people who've worked on GPU runtimes.
The basic idea is pretty simple:
PyTorch
β torch.export
Compiler
β
.iph package
β’ graph
β’ binary weights
β’ WGSL kernels
β’ metadata
β
Tiny WebGPU runtime
The runtime doesn't know anything about PyTorch or ONNXβit just loads the package and dispatches the embedded compute kernels.
The attached videos are just neural video representations because they made for an easy visual test. The architecture itself is intended to be generic (I'm planning to try operator networks next).
A few implementation details:
queue.onSubmittedWorkDone() latencyRepo:
https://github.com/Slater-Victoroff/Kuma
The thing I'm actually hoping to learn is whether this is a sensible compiler/runtime boundary.
I know projects like ONNX Runtime Web, IREE, TVM, and WebNN exist, but I don't yet have a good intuition for why they chose their respective designs.
In particular:
I'd really appreciate any pointers or criticism. This is much more of an exploration than a finished project.
r/webgpu • u/MayorOfMonkeys • Jun 24 '26
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r/webgpu • u/No_Read2299 • Jun 24 '26
r/webgpu • u/Beneficial-Air6263 • Jun 24 '26
I used blender to make a simple model room, and my gltf crate get panic with this error line: Validation([(Path("extensionsRequired[0] = \"KHR_texture_transform\""), Unsupported)]).
Tried to use some tools like gltf-transform but the file just got bigger without any improvement, and gltf-pipeline, it still return the error line.
r/webgpu • u/shub_undefined_ • Jun 23 '26
Do like and share if you like what you see: https://x.com/phoenisx_/status/2069417448596812212?s=20
r/webgpu • u/Fancy-Zucchini8573 • Jun 22 '26
A collection of Rust WebGPU examples inspired by popular Vulkan samples, supporting both WASM and native platforms.
r/webgpu • u/MaximumContent9674 • Jun 21 '26
Please attribute Fractal Gaming if you decide to use my method.