I'm super frustrated by the state of 3D on web right now as an app developer. I wish we just had Vulkan on the web ...
Right now your options are basically having a GLES renderer that you can restrict to WebGL2 (so no compute shaders, etc. and other things that make desktop OpenGL acceptable for writing a modern renderer) or having to abstract over Vulkan/WebGPU yourself, which are similar but different enough to increase your code complexity considerably.
There's abstractions like wgpu and bgfx you can commit to, and of course you can just use game engine middleware and have it all done for you, but overall things fall short of just being able to "write once, run anywhere" a renderer, sadly.
Awesome work, what always prevents me from implementing more solvers is the amount of math required. While the implementation always seems simple, understanding the different optimization strategies for each solver gets confusing.
It's really impressive that the author was able to implement rendering papers and physics sim papers with such regularity. It really is a feat. Makes me curious to see what their background is.
Do you see "Offset Geometric Contact" paper fitting into this project somehow? https://graphics.cs.utah.edu/research/projects/ogc/
I'm super frustrated by the state of 3D on web right now as an app developer. I wish we just had Vulkan on the web ...
Right now your options are basically having a GLES renderer that you can restrict to WebGL2 (so no compute shaders, etc. and other things that make desktop OpenGL acceptable for writing a modern renderer) or having to abstract over Vulkan/WebGPU yourself, which are similar but different enough to increase your code complexity considerably.
There's abstractions like wgpu and bgfx you can commit to, and of course you can just use game engine middleware and have it all done for you, but overall things fall short of just being able to "write once, run anywhere" a renderer, sadly.
This is really awesome. Great work.
I aspire to build cool stuff like this in WebGPU.
Very excited for the future of the web.
AVBD also has this page https://graphics.cs.utah.edu/research/projects/avbd/ I don't know how this implementation differs from the one they are demoing but this one by Jure Triglav feels much smoother to me.
Awesome work, what always prevents me from implementing more solvers is the amount of math required. While the implementation always seems simple, understanding the different optimization strategies for each solver gets confusing.
It's really impressive that the author was able to implement rendering papers and physics sim papers with such regularity. It really is a feat. Makes me curious to see what their background is.
Why do all physics engines still look so floaty?