Paint by Numbers: High Performance Drawing in Wasm by Sean Isom @ Wasm I/O 2024

Поділитися
Вставка
  • Опубліковано 15 січ 2025

КОМЕНТАРІ • 5

  • @lienmeat
    @lienmeat 9 місяців тому +3

    Wow, this is amazing. Please don't give up on this project! IMO this has massive potential.

  • @genshian
    @genshian 2 місяці тому

    Damn 2024 YC batch. Happy I found this project! So relevant for the current problems on web processing. Can't wait to dive deeper. Hopefully to get to a deep understanding in all this.

  • @martinfrances107
    @martinfrances107 9 місяців тому +2

    A really clear explanation of the problem

  • @zackgreinke2382
    @zackgreinke2382 8 місяців тому

    IT'S awesome

  • @tenthlegionstudios1343
    @tenthlegionstudios1343 9 місяців тому

    Super cool, I am very interested in rendering with web assembly. But I had a few questions. If anyone can answer, feel free :)
    So if this was running in the browser would this need to be added to chromium? I am trying to see how it tackles the issue of the initial shim/bindgen example. I work with Bevy (or wgpu), which is a Rust game engine that can run in a web worker and use wasm bindgen to render with webgpu/webgl/vulkan/Direct etc... It can also run on mostly all other platforms you would run games on.
    I am trying to figure out how this is different. My impression is that it would be similar to something like bevy (or WGPU which bevy uses under the hood), except designed for the explicit purpose of rendering/communicating with the GPU from web assembly (as a module). Basically, instead of talking to any of the webgpu/opengl/vulkan, you could interface with this instead on any platform. But it still seems to have the same problem as the shim code in the browser unless web workers can directly talk to the GPU, or it is added to chromium (or w/e browser).