WebGPU, the new graphics API for JavaScript, shipped in a stable web browser (Chrome 113) about… an hour ago!
I have written a blog post about it, covering a brief (okay, not brief) history of graphics APIs to ~situate WebGPU in a context~, a brief general guide to writing WebGPU, and some specific resources for making WebGPU projects in TypeScript, Rust, and C++ (you can use it on desktop! it doesn't have to be in a browser).
I think WebGPU is really good.
https://cohost.org/mcc/post/1406157-i-want-to-talk-about-webgpu
@mcc the bit of history about "big engines" enthusiastically embracing vulkan/dx12 looks like that from the outside, but at least for Unity it was almost completely the opposite internally. The whole engine around year 2014 was *completely* unsuited for vulkan/dx12/metal design (and still largely is today), given that most of renderer design was still based around OpenGL 2.0 / DX9 concepts. So how come you end up with APIs like Vulkan, with engine vendors on Khronos? "It's complicated" :/