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by grovesNL
689 days ago
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There's plenty of room for both approaches: a lot of projects can benefit from using a platform-agnostic API like WebGPU (web or native) directly, others might want to use engines. Anecdotally I use WebGPU (through wgpu) in a commercial application for a visualization, and would've never bothered to apply Vulkan or DX12 for that otherwise. Documentation will keep improving with time. There have already been a number of high-quality tutorials and references created over the past few years, for example: https://webgpufundamentals.org/ for JavaScript/the web API https://sotrh.github.io/learn-wgpu/ for Rust (web or native) https://eliemichel.github.io/LearnWebGPU/ for C++ |
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