My audio visualizer Gravity Pull now works on #mobile

My audio visualizer Gravity Pull now works on #mobile
I released an Emscripten port of Dawn, which is an open-source and cross-platform implementation of the WebGPU standard.
Earlier this month, @lolaodelola gave a talk on how web standards can unintentionally exclude users—especially those with disabilities or limited tech access.
Through examples like autoplay, frames, #WebGPU, and #CSS carousels, Lola demonstrates how assumptions in design can create barriers.
The @tag 's "Societal Impact Questionnaire" prompts spec creators to consider who might be excluded: https://w3ctag.github.io/societal-impact-questionnaire/ (draft note)
Watch "The Web and the Digital Divide": https://youtu.be/SYU4fb9sTTs
And now a proper video of my Audio Visualizer: Gravity Pull made in #WebGPU with my POINTS library
I gave a talk on large-scale data visualization on the web at
the 3D on the web meetup last month at GDC, check it out
https://youtu.be/HzcFzCkt5aU?si=6pLmPO9JEPBfMQB1
to hear about what I'm up to with #WebGL #WebGPU #WebAssembly
#Jupyter and some challenges I'm working on that I'd love to chat about!
wgpu: A cross-platform, safe, pure-Rust graphics API.
「 wgpu is a cross-platform, safe, pure-rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.
The API is based on the WebGPU standard. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno 」
#WebGPU is an incredibly important API. Not just for browsers, but for GPUs in general.
It forces vendors to converge on common approaches that work across platforms and GPUs, instead of everyone pulling towards their own proprietary APIs and extensions.
It's a unique spec where Apple and Android cooperate. The designs are validated by being implemented by multiple browser vendors, reliably enough to be compatible with sandboxing, across all platforms from Windows to Linux.
First post here ; was told its the best place to be for tech.
Working on a web native distributed compute framework called DCP. It harnesses cpu & gpu compute from any device viewing a webpage that embedds the DCP worker. Would love to get the word out, especially to #js #WASM and #WebGPU nerds! All feedback welcome.
Yesterday’s internet was paid for by clicks. Tomorrow’s will be powered by cycles.
Today we have a brilliant new demo by Deadrabbbbit for you!
It's a super cool scanning light effect built with WebGPU, depth maps, and custom shaders using Three.js and R3F.
Check it out: https://tympanus.net/codrops/2025/03/31/webgpu-scanning-effect-with-depth-maps/
Working on the next video in my fun C++ intro series! Today, I’m trying to break down how C++ compilation works in the simplest way possible—clear visuals, no fluff, just straight-to-the-point explanations.
Next week in San Francisco, come join us for 3D on the Web, a special event gathering the brightest minds in #glTF, #WebGL, #WebGPU and #Slang!
See agenda and register: https://www.khronos.org/events/3d-on-the-web-2025
Unity 6.1 includes #WebGPU support.
https://discussions.unity.com/t/webgpu-support-in-unity-6-1/1572462
Alla fine, ho optato per #BabylonJS.
«Perché?» - chiederete...
1. È una libreria interamente scritta in #TypeScript.
2. Ha già un motore di rendering stabile basato su #WebGPU.
3. Offre nativamente alcune funzionalità molto interessanti, come la #GlobalIllumination e la gestione della fisica #Ragdoll.
4. Include il motore fisico #Havok: usato anche nei giochi AAA.
5. È ben documentata e con molti esempi.
6. È parecchio mantenuta, con nuove release e fix ogni pochi giorni.
I'd like to spend some more time with #WebComponents, #ServiceWorkers, #WebSockets, #OffscreenCanvas, #WebWorkers, #WebGPU, #SVG, and the #GamePad #API.
I've been noodling for a long time about how you could build a game using #ESModules, and #CustomElements to allow players to author their own components to extend the game.
I guess I'm just more interested in how the game works mechanically than how it looks.
I wrote about using CMake, VSCode and wasm-tools to build/ship/debug a C++ #Wasm module that integrates into a larger frontend app: https://www.willusher.io/blog/build-ship-debug-wasm/ Set breakpoints, inspect variables, and reconstruct stack traces from prod! Tell me about cool stuff you're doing with Wasm!
The repo demo code is on Github: https://github.com/Twinklebear/build-ship-dbg-wasm , and also integrated in my #WebGPU #Wasm started template: https://github.com/Twinklebear/webgpu-cpp-wasm