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by seanisom 811 days 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I agree that the feature set around WebGPU is constrained and becoming outdated tech compared to native platforms.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.

1 comments

It 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...

https://www.khronos.org/webgl/public-mailing-list/public_web...

https://issues.chromium.org/issues/40150444