@threejs@threlte engine almost fully ported to @WebGPU, tech demo lookz SIQ AF YO!
-Scene manager with transition, warm up & precompilation
- Full post process pipeline (10+)
- Procedural weather and sky
- Rapier physics
- Frame task scheduling
and many more, coming soon :P
@speaksGaming@threejs@OpenAIDevs In webgpu (afaik) all PP runs on GPU, so shouldnt be that much of an issue, however i have low/high graphic settings, on low all PP is turned off, check this out, heres like 6 PP at once enabled, ive got intel arc 8gb DGPU runs smothly on 4k 60fps
x.com/MyMoonEnt/stat…
@threejs@threlte engine almost fully ported to @WebGPU, tech demo lookz SIQ AF YO!
-Scene manager with transition, warm up & precompilation
- Full post process pipeline (10+)
- Procedural weather and sky
- Rapier physics
- Frame task scheduling
and many more, coming soon :P
@stickdevx Nah, no compute pass, instanced quads, all motion computed in the vertex shader, depth-tested against the world with depthWrite off, still alpha blended, but culled drops collapse to zero-area quads so they never even rasterize. One draw call per layer
Big @WebGPU update to our inhouse @threejs@sveltejs@threlte engine boilerplate incomiing soon!
Procedural dynamic weather first pass looks kewl!
Soon full WebGPU post processing module, that will spice things up!
Check the WebGPU branch github.com/magooney-loon/…
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