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けんじ retweeted
Claudeすごい、アイデアはあったけど技術がネックだったところをすぐに改善してくれた Rustでのwgpuで、デスクトップ/Web対応の3Dレンダリングアプリを作ってくれた。 しかもコード構造も言った通りに綺麗にした状態で、GPTと比べて動かせるようにするための調整が強い Fableは残念だけど、全然満足
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Replying to @aaaarrrriaaannn
I mean, I still think I want to use wgpu, I just hope getting in extensions for not WebGPU standardized yet stuff is viable ^^ (none of the features are strictly required but emulating it another way might be muuuuch slower)
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Replying to @aaaarrrriaaannn
wgpu is what I'm looking at for a production renderer buuuuut it doesn't support some backend features I'll eventually need (subpasses/imageblocks, advanced blending modes)... For a test renderer I'm tempted to just use GL for simplicity? Not sure...
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Replying to @Lina_Hoshino
wgpu is the obvious choice and probably what you’ll use (unless you use bevy etc. for higher level tests first) but!! sokol_gfx has a bit wider support and is very very small (80kb WASM examples) at the cost of being an ugly (imo) C single-header library: github.com/floooh/sokol
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Blender上でネイティブSDFモデリングをするアドオン「 SDF.R V15.9.9 」の紹介動画です。概要欄にURLがあります。 #blender #addon #SDF #SDFR SDF.R superhivemarket.com/products… High-speed rendering and high-load performance using Rust and WGPU 1:1 support for mesh export using ray marching and the MC method. Rust × WGPUによる高速描画、高負荷対応 レイマーチングとMC法によるメッシュ吐き出し1:1対応 次世代型のSDFモデリングアドオンです -----他の紹介は下記----- SDFusion: superhivemarket.com/products… normalmagic superhivemarket.com/products… TURNMAKER hinata-hugu29.booth.pm/items… Smart Pie Menus 2 superhivemarket.com/creators… Pro.Geo.Prim superhivemarket.com/products… Simply: superhivemarket.com/creators… Expert Curve Modeling superhivemarket.com/creators… Lens Sim: superhivemarket.com/creators… Grid Modeler: superhivemarket.com/creators… BQR: superhivemarket.com/creators… Shaders Plus - Caustics, Thin Film superhivemarket.com/products… BlenderShot superhivemarket.com/products… Simply Material blendermarket.com/products/s… ご質問など大歓迎です。 「私のアドオンも紹介して欲しい」という方も大歓迎です。ご連絡ください 私のX(旧Twitter)はこちら: x.com/hinata_hugu
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Replying to @xenovacom
I wrote a custom WGPU inference engine in about a week with opus and codex for layout detection models, didn't need fable for that. Gemma 4 wouldn't be much different, it's OPs all the way down. WGPU is global gimped in the first place. CUDA is much better to write custom kernels
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Fable在游戏生成领域有了很大的提升,大概率是跟游戏行业的专家在进行合作联合训练。 游戏的开发瓶颈未来会逐渐向人review带宽和提供高效review的入口工具转移,Vision Pro Gaussian Splat 云端 Agent应该会是未来的发展趋势。 Vision Pro GS 进行本地快速修改 云端Agent pixel streaming提供稳定云端视频流显示 云端Agent进行基础review Test Vision Pro提供多视窗review 当然以上只是human in loop的一种中间形态,随着游戏引擎Native的改造(浏览器editor ts/js runtime wgpu 跨平台分发)进展,human in loop的比例会逐渐降低,最终达到真正的AI Loop Game Production。 当然除了游戏外,复杂的工程都需要这样一套组合。
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Replying to @ShimazuSystems
Surely someone could use an engine (or make one) using WebGPU/WGPU and get similar web support and portability across platforms. Is SDL3_GPU WebGPU support there yet?
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GPUでSmartRenderする時って、OpenCLとかCUDAのハンドラが渡されるから、wgpuじゃエセGPUになるらしい。
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Rust rewriting drone sims with full PX4 SITL support? This is the kind of safety-critical magic we need more of. Clean egui wGPU UI, lockstep timing, and actually flying under the radar with just 3 stars. Time to boost this one! 🚀
Thanks to @yehor_smoliakov for the heads up 🦀 mavsim : is a Rust-native rewrite of a drone flight simulator with MAVLink/PX4 SITL compatibility. Built with egui wgpu for the desktop UI, it supports: → Full 3D viewport with HUD → MAVLink bridge (HIL sensors, GPS, heartbeat) → Headless mode for PX4 SITL → UDP, TCP, and serial connections → Lockstep timing for PX4 parity Rust in drone simulation, safety-critical software that actually benefits from Rust's guarantees. Only 3 stars, flying under the radar. 🔗 github.com/RustedBytes/mavsi… #Rust #RustLang #Drones #MAVLink #PX4 #OpenSource #Robotics #Simulation
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Replying to @dangreenheck
What Fable created for me doesn't look that great. But I only let it use WGPU, no real engine.
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懐かしい…… wgpu のバージョンは倍近く上がりました。所有権の制約も大幅に緩和されたはずですが、今回は関係無いかも
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salsa, wgpu, electron 等々、依存の更新を怠ったプロジェクトが Fable で蘇っていく……
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Replying to @sevenc_nanashi
Icedやろう!wgpu使えるし自由度も高いし設計がイイゾ!
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wgpuのSurfaceをgpuiにマウント、をしたい
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Shiyu【フライトシューティング開発中】 retweeted
rust wgpuによる #ゲーム制作 の本日の進捗動画。なんちゃってプロシージャル生成を活用して木を生やせるようにした。なお豆知識としてブロッコリーは成長すると木になるそうよ。この仕組みはゲームシステムに統合されているので、キャラクターを動かしながら生やすこともできるのだわ。
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Cody blocked me mid-response (and i can't locate him on dc) so here's what i think about his late rant on vibe coding (and me) ThreeJS is the most flexible and stable 3D library we have for the web and its ridiculous that a contributor is mad that people like me are using it. I am literally an unpaid giant threejs ad billboard and do it 1000% because i love it. I get it, a controversial character like me isn't for everyone, especially not in tech where circle jerks seem to be the standard, that's fine. But people see themselves as super smart cause they write low level graphics shaders and dismiss high level work i do as "retarded vibe coders". Just two years ago, anyone who decided to build ANY useful editor in ThreeJS had to build so much, they literally had to monetize it. Entire startups were built and raised money cause they brought existing 3D tech to the web with three. I open source 99% of what i do and arguably some of it has never been done on the web. I intentionally leave it as MVPs for two reasons: 1. Go walk the damn last mile yourself, i'm not running a free labor charity for anyone's attempt to grab VC money 2. I am, as stated repeatedly, still in the phase of exploring the full domain of 3D/gaming. If i spent a year on polishing my first 3D project i'd still be building an ECS game engine editor and would have no idea how to do animations, level authoring, human topology, vfx, and much more. So, some are good at writing shaders, i am good at onboarding new talent to the technology itself Deal with it. My original reply to him: what specifically is using your work? if you're talking about threejs contributions, you made them under the assumption of handing them to the public domain under a OSS license same for the r3f, drei work but also, most of those have reasonable defaults which i do not use as they are often problematic under load. R3F to this day has an onclick handler that still triggers even if the cursor's position on pointerdown/up differ significantly (screen space as well as world space). This is something i continuously have to patch by prompting around it When it comes to WGPU postprocessing, basically none of the default TSL nodes / threejs examples are used in my demos, as they either look too basic or, again, aren't optimized e.g the motion blur in my demos uses a completely different kernel and implementation than the threejs demo does the sky shaders and clouds for example were done by referencing research papers and game examples, they do not use anything publicly shown on threejs what is it? That i'm using the buffergeometry class from three? People see my 5FPS demos and think i wouldn't know how to improve it, when actually i am likely often hitting performance cases very few, if any, people have ever had to deal with on the web before and you damn right i'm vibing to fix it
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Replying to @deep_kr_shah
Electrobun currently offers bundling CEF (if you want to pin chromium) or WGPU (if you want UIs without a webview) There are libraries that actually render react, svelte, etc. to gpu. I'm decoupling the main process so you can write native code (zig, rust) for the main process. Electrobun is designed to be super modular so open to other ideas. I experimented with flutter a few months ago.
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Despite that still looks great is this WebGL or WGPU?
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