#wgpu — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #wgpu, aggregated by home.social.
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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.
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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.
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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 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 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.
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I am still developing my “grab a repo to build and run it” skills with #rust.
On my (mostly up to date) MacOS boxes this is fairly straightforward, but trying to coax code into building and running successfully on older hardware (eg ten year old raspberry pi) is harder and I’m still working out which things to fiddle on Cargo.toml to adjust how things are built. #GLEW #egui #wgpu -
I am still developing my “grab a repo to build and run it” skills with #rust.
On my (mostly up to date) MacOS boxes this is fairly straightforward, but trying to coax code into building and running successfully on older hardware (eg ten year old raspberry pi) is harder and I’m still working out which things to fiddle on Cargo.toml to adjust how things are built. #GLEW #egui #wgpu -
I am still developing my “grab a repo to build and run it” skills with #rust.
On my (mostly up to date) MacOS boxes this is fairly straightforward, but trying to coax code into building and running successfully on older hardware (eg ten year old raspberry pi) is harder and I’m still working out which things to fiddle on Cargo.toml to adjust how things are built. #GLEW #egui #wgpu -
I am still developing my “grab a repo to build and run it” skills with #rust.
On my (mostly up to date) MacOS boxes this is fairly straightforward, but trying to coax code into building and running successfully on older hardware (eg ten year old raspberry pi) is harder and I’m still working out which things to fiddle on Cargo.toml to adjust how things are built. #GLEW #egui #wgpu -
I am still developing my “grab a repo to build and run it” skills with #rust.
On my (mostly up to date) MacOS boxes this is fairly straightforward, but trying to coax code into building and running successfully on older hardware (eg ten year old raspberry pi) is harder and I’m still working out which things to fiddle on Cargo.toml to adjust how things are built. #GLEW #egui #wgpu -
wgpu v0.29.0 is out 🎉
• get_current_texture → CurrentSurfaceTexture enum (no more SurfaceError)
• Display handle moved to InstanceDescriptor (winit friendly)
• Optional bind group layouts →full unbinding support
• WriteOnly<[u8]>for safe mapped buffer writes -
wgpu v0.29.0 is out 🎉
• get_current_texture → CurrentSurfaceTexture enum (no more SurfaceError)
• Display handle moved to InstanceDescriptor (winit friendly)
• Optional bind group layouts →full unbinding support
• WriteOnly<[u8]>for safe mapped buffer writes -
wgpu v0.29.0 is out 🎉
• get_current_texture → CurrentSurfaceTexture enum (no more SurfaceError)
• Display handle moved to InstanceDescriptor (winit friendly)
• Optional bind group layouts →full unbinding support
• WriteOnly<[u8]>for safe mapped buffer writes -
wgpu v0.29.0 is out 🎉
• get_current_texture → CurrentSurfaceTexture enum (no more SurfaceError)
• Display handle moved to InstanceDescriptor (winit friendly)
• Optional bind group layouts →full unbinding support
• WriteOnly<[u8]>for safe mapped buffer writes -
wgpu v0.29.0 is out 🎉
• get_current_texture → CurrentSurfaceTexture enum (no more SurfaceError)
• Display handle moved to InstanceDescriptor (winit friendly)
• Optional bind group layouts →full unbinding support
• WriteOnly<[u8]>for safe mapped buffer writes -
Colors are not mine, this is just how #wgpu-native has it :blobcat_thisisfine:
I finally looked up the story about Lemonodor, so yeah, I am way late to that party... I don't even understand why I am doing #commonlisp, but for some reason, I find it addictive.
And so, after 3 months of pretty intense work, I proudly present this beauty—THE TRIANGLE!!! :blobcat_dundundun:
It’s the wgpu-native triangle example implemented in CL with the #wgpu bindings lib I’ve been working on. I hope I can now exhale, relax, and take a small break. And then jump into it again. Refreshed. A bit, at least.
There’s going to be a lot of work to clean up the mess I made while zerg rushing things with my brain cells in these past 3 months before I start expanding the API. I hope wgpu-native will continue to bless me with smooth rendering and zero crashes. 🤞
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Colors are not mine, this is just how #wgpu-native has it :blobcat_thisisfine:
I finally looked up the story about Lemonodor, so yeah, I am way late to that party... I don't even understand why I am doing #commonlisp, but for some reason, I find it addictive.
And so, after 3 months of pretty intense work, I proudly present this beauty—THE TRIANGLE!!! :blobcat_dundundun:
It’s the wgpu-native triangle example implemented in CL with the #wgpu bindings lib I’ve been working on. I hope I can now exhale, relax, and take a small break. And then jump into it again. Refreshed. A bit, at least.
There’s going to be a lot of work to clean up the mess I made while zerg rushing things with my brain cells in these past 3 months before I start expanding the API. I hope wgpu-native will continue to bless me with smooth rendering and zero crashes. 🤞
-
Colors are not mine, this is just how #wgpu-native has it :blobcat_thisisfine:
I finally looked up the story about Lemonodor, so yeah, I am way late to that party... I don't even understand why I am doing #commonlisp, but for some reason, I find it addictive.
And so, after 3 months of pretty intense work, I proudly present this beauty—THE TRIANGLE!!! :blobcat_dundundun:
It’s the wgpu-native triangle example implemented in CL with the #wgpu bindings lib I’ve been working on. I hope I can now exhale, relax, and take a small break. And then jump into it again. Refreshed. A bit, at least.
There’s going to be a lot of work to clean up the mess I made while zerg rushing things with my brain cells in these past 3 months before I start expanding the API. I hope wgpu-native will continue to bless me with smooth rendering and zero crashes. 🤞
-
Colors are not mine, this is just how #wgpu-native has it :blobcat_thisisfine:
I finally looked up the story about Lemonodor, so yeah, I am way late to that party... I don't even understand why I am doing #commonlisp, but for some reason, I find it addictive.
And so, after 3 months of pretty intense work, I proudly present this beauty—THE TRIANGLE!!! :blobcat_dundundun:
It’s the wgpu-native triangle example implemented in CL with the #wgpu bindings lib I’ve been working on. I hope I can now exhale, relax, and take a small break. And then jump into it again. Refreshed. A bit, at least.
There’s going to be a lot of work to clean up the mess I made while zerg rushing things with my brain cells in these past 3 months before I start expanding the API. I hope wgpu-native will continue to bless me with smooth rendering and zero crashes. 🤞
-
Colors are not mine, this is just how #wgpu-native has it :blobcat_thisisfine:
I finally looked up the story about Lemonodor, so yeah, I am way late to that party... I don't even understand why I am doing #commonlisp, but for some reason, I find it addictive.
And so, after 3 months of pretty intense work, I proudly present this beauty—THE TRIANGLE!!! :blobcat_dundundun:
It’s the wgpu-native triangle example implemented in CL with the #wgpu bindings lib I’ve been working on. I hope I can now exhale, relax, and take a small break. And then jump into it again. Refreshed. A bit, at least.
There’s going to be a lot of work to clean up the mess I made while zerg rushing things with my brain cells in these past 3 months before I start expanding the API. I hope wgpu-native will continue to bless me with smooth rendering and zero crashes. 🤞
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Shoutout to @juretriglav 's "Surfel-based global illumination on the web"
Genuinely one of the best posts I have ever seen. If you are interested in #GI #wgpu or #rendering and #graphics in general, I definitely recommend it.
I love playing around with the multi-scale mean estimator :D
https://juretriglav.si/surfel-based-global-illumination-on-the-web/
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Shoutout to @juretriglav 's "Surfel-based global illumination on the web"
Genuinely one of the best posts I have ever seen. If you are interested in #GI #wgpu or #rendering and #graphics in general, I definitely recommend it.
I love playing around with the multi-scale mean estimator :D
https://juretriglav.si/surfel-based-global-illumination-on-the-web/
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Shoutout to @juretriglav 's "Surfel-based global illumination on the web"
Genuinely one of the best posts I have ever seen. If you are interested in #GI #wgpu or #rendering and #graphics in general, I definitely recommend it.
I love playing around with the multi-scale mean estimator :D
https://juretriglav.si/surfel-based-global-illumination-on-the-web/
-
Shoutout to @juretriglav 's "Surfel-based global illumination on the web"
Genuinely one of the best posts I have ever seen. If you are interested in #GI #wgpu or #rendering and #graphics in general, I definitely recommend it.
I love playing around with the multi-scale mean estimator :D
https://juretriglav.si/surfel-based-global-illumination-on-the-web/
-
Shoutout to @juretriglav 's "Surfel-based global illumination on the web"
Genuinely one of the best posts I have ever seen. If you are interested in #GI #wgpu or #rendering and #graphics in general, I definitely recommend it.
I love playing around with the multi-scale mean estimator :D
https://juretriglav.si/surfel-based-global-illumination-on-the-web/
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So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked https://github.com/Traverse-Research/gpu-allocator, which is also used by wgpu's Vulkan and D3D12 backends.
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So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked https://github.com/Traverse-Research/gpu-allocator, which is also used by wgpu's Vulkan and D3D12 backends.
-
So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked https://github.com/Traverse-Research/gpu-allocator, which is also used by wgpu's Vulkan and D3D12 backends.
-
So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked https://github.com/Traverse-Research/gpu-allocator, which is also used by wgpu's Vulkan and D3D12 backends.
-
So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked https://github.com/Traverse-Research/gpu-allocator, which is also used by wgpu's Vulkan and D3D12 backends.
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I finally got my head around WebGPU/wgpu enough to make my own render graph. Now the bubble universe thing is decomposed into a graph of render passes, and I've got some simple parameter animation going.
In this screencap, I'm varying the particle size and transparency and varying the number of particles in two ways in sync with the universe's revolution. The color map is just doing its own thing; that wasn't planned.
🧵 8/N
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I finally got my head around WebGPU/wgpu enough to make my own render graph. Now the bubble universe thing is decomposed into a graph of render passes, and I've got some simple parameter animation going.
In this screencap, I'm varying the particle size and transparency and varying the number of particles in two ways in sync with the universe's revolution. The color map is just doing its own thing; that wasn't planned.
🧵 8/N
-
I finally got my head around WebGPU/wgpu enough to make my own render graph. Now the bubble universe thing is decomposed into a graph of render passes, and I've got some simple parameter animation going.
In this screencap, I'm varying the particle size and transparency and varying the number of particles in two ways in sync with the universe's revolution. The color map is just doing its own thing; that wasn't planned.
🧵 8/N
-
I finally got my head around WebGPU/wgpu enough to make my own render graph. Now the bubble universe thing is decomposed into a graph of render passes, and I've got some simple parameter animation going.
In this screencap, I'm varying the particle size and transparency and varying the number of particles in two ways in sync with the universe's revolution. The color map is just doing its own thing; that wasn't planned.
🧵 8/N
-
I finally got my head around WebGPU/wgpu enough to make my own render graph. Now the bubble universe thing is decomposed into a graph of render passes, and I've got some simple parameter animation going.
In this screencap, I'm varying the particle size and transparency and varying the number of particles in two ways in sync with the universe's revolution. The color map is just doing its own thing; that wasn't planned.
🧵 8/N
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Oh, so it is 2026 already? And the month is February already? The last thing I remember is diving into a rabbit hole called "Surely writing my own c2ffi translator for my WGPU project is no big deal."
What's done is done. I am slowly recovering and ready to get back to my WGPU project. While the need for a custom translator is still debatable, I guess further practice will show if that's actually the case. Even if it was overkill, the time wasn't completely lost: I’ve learned more about Common Lisp and even did TDD for the first time in my life - who would've guessed it would finally happen in CL? :blobcat_thisisfine:
Behold, the monstrosity! https://github.com/keelah-mt/cl-kl-c2ffi
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Oh, so it is 2026 already? And the month is February already? The last thing I remember is diving into a rabbit hole called "Surely writing my own c2ffi translator for my WGPU project is no big deal."
What's done is done. I am slowly recovering and ready to get back to my WGPU project. While the need for a custom translator is still debatable, I guess further practice will show if that's actually the case. Even if it was overkill, the time wasn't completely lost: I’ve learned more about Common Lisp and even did TDD for the first time in my life - who would've guessed it would finally happen in CL? :blobcat_thisisfine:
Behold, the monstrosity! https://github.com/keelah-mt/cl-kl-c2ffi
-
Oh, so it is 2026 already? And the month is February already? The last thing I remember is diving into a rabbit hole called "Surely writing my own c2ffi translator for my WGPU project is no big deal."
What's done is done. I am slowly recovering and ready to get back to my WGPU project. While the need for a custom translator is still debatable, I guess further practice will show if that's actually the case. Even if it was overkill, the time wasn't completely lost: I’ve learned more about Common Lisp and even did TDD for the first time in my life - who would've guessed it would finally happen in CL? :blobcat_thisisfine:
Behold, the monstrosity! https://github.com/keelah-mt/cl-kl-c2ffi
-
Oh, so it is 2026 already? And the month is February already? The last thing I remember is diving into a rabbit hole called "Surely writing my own c2ffi translator for my WGPU project is no big deal."
What's done is done. I am slowly recovering and ready to get back to my WGPU project. While the need for a custom translator is still debatable, I guess further practice will show if that's actually the case. Even if it was overkill, the time wasn't completely lost: I’ve learned more about Common Lisp and even did TDD for the first time in my life - who would've guessed it would finally happen in CL? :blobcat_thisisfine:
Behold, the monstrosity! https://github.com/keelah-mt/cl-kl-c2ffi
-
Oh, so it is 2026 already? And the month is February already? The last thing I remember is diving into a rabbit hole called "Surely writing my own c2ffi translator for my WGPU project is no big deal."
What's done is done. I am slowly recovering and ready to get back to my WGPU project. While the need for a custom translator is still debatable, I guess further practice will show if that's actually the case. Even if it was overkill, the time wasn't completely lost: I’ve learned more about Common Lisp and even did TDD for the first time in my life - who would've guessed it would finally happen in CL? :blobcat_thisisfine:
Behold, the monstrosity! https://github.com/keelah-mt/cl-kl-c2ffi
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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
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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
-
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
-
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
-
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
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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!"
https://github.com/kbob/bubble-universe
🧵 7/N
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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!"
https://github.com/kbob/bubble-universe
🧵 7/N
-
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!"
https://github.com/kbob/bubble-universe
🧵 7/N
-
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!"
https://github.com/kbob/bubble-universe
🧵 7/N
-
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!"
https://github.com/kbob/bubble-universe
🧵 7/N