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by zamadatix 889 days ago
Key highlight for anyone unfamiliar with web graphics technologies reading this comment and interested in trying one out themselves: as mentioned above, lightgl only abstracts WebGL and this is different than the more flexible WebGPU Shadeup abstracts. One example of the difference is the fluid sim example in lightgl/WebGL has to be written as pixel based shaders (meant to do operations on pixels in textures) while Shadeup/WebGPU let you do this as a pure general purpose compute shader (more like a generic bit of code that happens to run on a GPU). This is both much more flexible in terms of what you can do as well as much more efficient/scalable in execution.