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#webgpu — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #webgpu, aggregated by home.social.

  1. Another cool things is that I've learned a lot about js these last few years. I know there's a lot more to learn, but I still recall there first iteration of my library, it was super slow, but it worked! And I thought that maybe something like C# could increase speed. It was basically the same, except the #javascript was slightly faster. The real issue was that I never understood #webgl, but it got fixed with #webgpu which makes a lot more of sense to me than webgl

    #csharp #dev #development

  2. Another cool things is that I've learned a lot about js these last few years. I know there's a lot more to learn, but I still recall there first iteration of my library, it was super slow, but it worked! And I thought that maybe something like C# could increase speed. It was basically the same, except the #javascript was slightly faster. The real issue was that I never understood #webgl, but it got fixed with #webgpu which makes a lot more of sense to me than webgl

    #csharp #dev #development

  3. Another cool things is that I've learned a lot about js these last few years. I know there's a lot more to learn, but I still recall there first iteration of my library, it was super slow, but it worked! And I thought that maybe something like C# could increase speed. It was basically the same, except the #javascript was slightly faster. The real issue was that I never understood #webgl, but it got fixed with #webgpu which makes a lot more of sense to me than webgl

    #csharp #dev #development

  4. Another cool things is that I've learned a lot about js these last few years. I know there's a lot more to learn, but I still recall there first iteration of my library, it was super slow, but it worked! And I thought that maybe something like C# could increase speed. It was basically the same, except the #javascript was slightly faster. The real issue was that I never understood #webgl, but it got fixed with #webgpu which makes a lot more of sense to me than webgl

    #csharp #dev #development

  5. Another cool things is that I've learned a lot about js these last few years. I know there's a lot more to learn, but I still recall there first iteration of my library, it was super slow, but it worked! And I thought that maybe something like C# could increase speed. It was basically the same, except the #javascript was slightly faster. The real issue was that I never understood #webgl, but it got fixed with #webgpu which makes a lot more of sense to me than webgl

    #csharp #dev #development

  6. New week, more slides: Run LLMs Locally

    Now including wllama to run GGUF models inside your browser!

    wllama uses llama.cpp, WebAssembly and WebGPU, bringing a completely new experience of LLMs into the web.
    It has no 4 GB limitation and is faster than Transformers.js.

    I also added translations using the HY-MT model from Tencent.

    codeberg.org/thbley/talks/raw/

    #ai #llm #llamacpp #wllama #stablediffusion #qwen3 #glm #localai #gemma4 #webgpu #opencode #mtp #webassembly

  7. New week, more slides: Run LLMs Locally

    Now including wllama to run GGUF models inside your browser!

    wllama uses llama.cpp, WebAssembly and WebGPU, bringing a completely new experience of LLMs into the web.
    It has no 4 GB limitation and is faster than Transformers.js.

    I also added translations using the HY-MT model from Tencent.

    codeberg.org/thbley/talks/raw/

    #ai #llm #llamacpp #wllama #stablediffusion #qwen3 #glm #localai #gemma4 #webgpu #opencode #mtp #webassembly

  8. New week, more slides: Run LLMs Locally

    Now including wllama to run GGUF models inside your browser!

    wllama uses llama.cpp, WebAssembly and WebGPU, bringing a completely new experience of LLMs into the web.
    It has no 4 GB limitation and is faster than Transformers.js.

    I also added translations using the HY-MT model from Tencent.

    codeberg.org/thbley/talks/raw/

    #ai #llm #llamacpp #wllama #stablediffusion #qwen3 #glm #localai #gemma4 #webgpu #opencode #mtp #webassembly

  9. New week, more slides: Run LLMs Locally

    Now including wllama to run GGUF models inside your browser!

    wllama uses llama.cpp, WebAssembly and WebGPU, bringing a completely new experience of LLMs into the web.
    It has no 4 GB limitation and is faster than Transformers.js.

    I also added translations using the HY-MT model from Tencent.

    codeberg.org/thbley/talks/raw/

    #ai #llm #llamacpp #wllama #stablediffusion #qwen3 #glm #localai #gemma4 #webgpu #opencode #mtp #webassembly

  10. New week, more slides: Run LLMs Locally

    Now including wllama to run GGUF models inside your browser!

    wllama uses llama.cpp, WebAssembly and WebGPU, bringing a completely new experience of LLMs into the web.
    It has no 4 GB limitation and is faster than Transformers.js.

    I also added translations using the HY-MT model from Tencent.

    codeberg.org/thbley/talks/raw/

    #ai #llm #llamacpp #wllama #stablediffusion #qwen3 #glm #localai #gemma4 #webgpu #opencode #mtp #webassembly

  11. It's been a while since the last #devDiary but I've been slowly plugging away at a #procedural #terrain engine for Teskooano using #webGPU in #threeJS.
    #video

    You can play it here now (but it's still an early version - tanepiper.github.io/the-colony/)

  12. It's been a while since the last #devDiary but I've been slowly plugging away at a #procedural #terrain engine for Teskooano using #webGPU in #threeJS.
    #video

    You can play it here now (but it's still an early version - tanepiper.github.io/the-colony/)

  13. It's been a while since the last #devDiary but I've been slowly plugging away at a #procedural #terrain engine for Teskooano using #webGPU in #threeJS.
    #video

    You can play it here now (but it's still an early version - tanepiper.github.io/the-colony/)

  14. It's been a while since the last #devDiary but I've been slowly plugging away at a #procedural #terrain engine for Teskooano using #webGPU in #threeJS.
    #video

    You can play it here now (but it's still an early version - tanepiper.github.io/the-colony/)

  15. It's been a while since the last #devDiary but I've been slowly plugging away at a #procedural #terrain engine for Teskooano using #webGPU in #threeJS.
    #video

    You can play it here now (but it's still an early version - tanepiper.github.io/the-colony/)

  16. Another #video of the new Teskooano #star map - this time showing some UI for filtering the number of stars based on magnitude, and a search interface to travel between them - this is the first step in a fully procedural system generated, using systems based on real data #devDiary #gameDev #gameEngine #webGPU #ThreeJS

  17. It's been a while since I've done a #devDiary - I've not been doing many changes, but I have started on a new #webGPU-based rendering setup - first thing I've created is a 100% accurate #star map of the closest 1,276,082 - and yes - you can (sort of) travel between them! #gameDev #gameEngine #threejs #simulation #space #video

  18. Orbiter is a generative ambient music system for the web + Linux, macOS, Win, iOS, Android, available also as DAW plugins. Enjoy!

    Orbiter has a built-in neural sequencer, to compose meditative music, or for you to compose together with it — driving physically modelled instruments.

    orbiter.audio/blog/introducing

  19. Oh, joy! Another pointless tool to tell you your laptop is a feeble, whimpering husk that can't even dream of running AI models. 🤖💔 #WebGPU 'estimates' and an alphabet soup of grades promise to reduce your expectations to dust. Enjoy the existential crisis as your machine grapples with the cruel reality of never achieving AI enlightenment! 😩🔧
    canirun.ai/ #pointlesstools #AIexpectations #existentialcrisis #laptopstruggles #techhumor #HackerNews #ngated

  20. Orbiter is a generative ambient music system for the web + Linux, macOS, Win, iOS, Android, available also as DAW plugins. Enjoy!

    Orbiter has a built-in neural sequencer, to compose meditative music, or for you to compose together with it — driving physically modelled instruments.

    orbiter.audio/blog/introducing

    #dsp #vst #clap #ml #rust #webgpu #wgpu #wasm #ambient

  21. Orbiter is a generative ambient music system for the web + Linux, macOS, Win, iOS, Android, available also as DAW plugins. Enjoy!

    Orbiter has a built-in neural sequencer, to compose meditative music, or for you to compose together with it — driving physically modelled instruments.

    orbiter.audio/blog/introducing

    #dsp #vst #clap #ml #rust #webgpu #wgpu #wasm #ambient

  22. Orbiter is a generative ambient music system for the web + Linux, macOS, Win, iOS, Android, available also as DAW plugins. Enjoy!

    Orbiter has a built-in neural sequencer, to compose meditative music, or for you to compose together with it — driving physically modelled instruments.

    orbiter.audio/blog/introducing

    #dsp #vst #clap #ml #rust #webgpu #wgpu #wasm #ambient

  23. Orbiter is a generative ambient music system for the web + Linux, macOS, Win, iOS, Android, available also as DAW plugins. Enjoy!

    Orbiter has a built-in neural sequencer, to compose meditative music, or for you to compose together with it — driving physically modelled instruments.

    orbiter.audio/blog/introducing

    #dsp #vst #clap #ml #rust #webgpu #wgpu #wasm #ambient

  24. If you want to browse the source, read the README and then look at the two shaders in the shaders/ directory. Those are the ones that implement the bubble universe algorithm; the other 1,000+ lines is just scaffolding to get data in and out of the GPU.

    EDIT: Do I need to mention that this code is rough as three day stubble? It will get cleaner, then messier, then cleaner...

    🧵 8/N

    #BubbleUniverse #Javascript #WebGPU #wgpu

  25. If you want to browse the source, read the README and then look at the two shaders in the shaders/ directory. Those are the ones that implement the bubble universe algorithm; the other 1,000+ lines is just scaffolding to get data in and out of the GPU.

    EDIT: Do I need to mention that this code is rough as three day stubble? It will get cleaner, then messier, then cleaner...

    🧵 8/N

    #BubbleUniverse #Javascript #WebGPU #wgpu

  26. If you want to browse the source, read the README and then look at the two shaders in the shaders/ directory. Those are the ones that implement the bubble universe algorithm; the other 1,000+ lines is just scaffolding to get data in and out of the GPU.

    EDIT: Do I need to mention that this code is rough as three day stubble? It will get cleaner, then messier, then cleaner...

    🧵 8/N

    #BubbleUniverse #Javascript #WebGPU #wgpu

  27. If you want to browse the source, read the README and then look at the two shaders in the shaders/ directory. Those are the ones that implement the bubble universe algorithm; the other 1,000+ lines is just scaffolding to get data in and out of the GPU.

    EDIT: Do I need to mention that this code is rough as three day stubble? It will get cleaner, then messier, then cleaner...

    🧵 8/N

    #BubbleUniverse #Javascript #WebGPU #wgpu

  28. If you want to browse the source, read the README and then look at the two shaders in the shaders/ directory. Those are the ones that implement the bubble universe algorithm; the other 1,000+ lines is just scaffolding to get data in and out of the GPU.

    EDIT: Do I need to mention that this code is rough as three day stubble? It will get cleaner, then messier, then cleaner...

    🧵 8/N

    #BubbleUniverse #Javascript #WebGPU #wgpu

  29. I wrote another one! I ported my Javascript + WebGPU implementation to Python + wgpu-py, and now I have a desktop app.

    And I pushed it to Github. "Share and enjoy!"

    github.com/kbob/bubble-universe

    🧵 7/N

    #BubbleUniverse #Javascript #WebGPU #wgpu

  30. I wrote another one! I ported my Javascript + WebGPU implementation to Python + wgpu-py, and now I have a desktop app.

    And I pushed it to Github. "Share and enjoy!"

    github.com/kbob/bubble-universe

    🧵 7/N

    #BubbleUniverse #Javascript #WebGPU #wgpu

  31. I wrote another one! I ported my Javascript + WebGPU implementation to Python + wgpu-py, and now I have a desktop app.

    And I pushed it to Github. "Share and enjoy!"

    github.com/kbob/bubble-universe

    🧵 7/N

    #BubbleUniverse #Javascript #WebGPU #wgpu

  32. I wrote another one! I ported my Javascript + WebGPU implementation to Python + wgpu-py, and now I have a desktop app.

    And I pushed it to Github. "Share and enjoy!"

    github.com/kbob/bubble-universe

    🧵 7/N

    #BubbleUniverse #Javascript #WebGPU #wgpu

  33. I wrote another one! I ported my Javascript + WebGPU implementation to Python + wgpu-py, and now I have a desktop app.

    And I pushed it to Github. "Share and enjoy!"

    github.com/kbob/bubble-universe

    🧵 7/N

    #BubbleUniverse #Javascript #WebGPU #wgpu

  34. The wgsl-linker example now comes with syntax highlighting too: stackblitz.com/~/github.com/mi

    The linker allows directives like ‘#export’, ‘#import’, ‘#extends’, or '#if' inside a comment, .e.g. ‘// #export’.

    So #wgsl tools like syntax highlighters just work.

    #webgpu

  35. @ypujante
    (And, those would be one of the unit tests of the SPIR-V to WGSL translator, converted to an end-to-end test so we can check the right thing will be emitted on all the backend languages.)

    #webgpu #tint #spirv #wgsl #da

  36. #WGSL #Tint bug investigation of the week: DxbcConverter corrupts data in constant buffers. Bits flip due to interpreting int data as floats.

    This looks ... hard to fix because of ecosystem effects.

    github.com/microsoft/DirectXSh

    Kudos to my team for the investigation and zeroing in on root cause. Started when simple XOR conformance tests for #WebGPU failed.

  37. The Settings GUI in #konform #browser was in need of some love and is now having a refresh. Several new knobs, some shuffling around to make things more cohesive and less scattered, and some edits of hints to hopefully reduce potential for confusion.

    New options for:
    - First-Party Isolation
    - Enhanced #tracking Protection tweaking in Custom mode (useful mostly for FPI users)
    - #webrtc and ICE
    - #dom Push and its optional network connection
    - #jit features
    - WebAssembly (#wasm)
    - Geolocation
    - WebGPU
    - Async callstacks support
    - Persisting of browser history

    Hints and the "advanced" options expand when clicking the "?" for parent option.

    Still a bit hesitant on where global toggles for #webgpu and #webgl belong. And perhaps configuration for cross-origin referrer could also move to Browser Privacy controls?

    Otherwise feels like things are coming together - What do you think? Anything you're missing or that feels out of place?

    #privacy #websecurity #browsers #firefox #librewolf #userinterface #prerelease

  38. This is more or less how the uniforms, storage and constants can be used now.

    You can basically assign new properties on the fly to these attributes from the main library class and that's basically it.

    #webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment

  39. Another experiment with my POINTS library. This is basically an old physarum/slime demo I made a while ago, but rebuilt with compute shaders, particles and a lot more efficient than before.

    #webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart