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.

cohost.org/mcc/post/1406157-i-

@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" :/

@mcc Khronos discussions are basically *a lot* of conference calls and occasional face to face meetings, a lot of "voting" and tracking "who can vote" based on attendance, and a lot of writing proposals in weird dialect of English that is "spec language". Who wants to do that, and who has time to do that?

One possible, I'm sure hypothetical scenario: someone who's not terribly busy working on the engine itself. Heck, maybe if they spent their time on calls they'd cause less damage to the code!

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@aras @mcc I've had the misery of being involved with contributing to libraries maintained as part of other Khronos standardization efforts and ..... just nothing good to say about their quality control or design processes.

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