r/webgpu

▲ 304 r/webgpu+1 crossposts

Konrad Reczko's "Monocular Depth Injection" in TypeGPU is live!

My collegue Konrad Reczko recently shared a weekend project he made using TypeGPU, and it's now open-source and ready to play with in the browser: https://typegpu.com/examples/#example=image-processing--monocular-light-injection

It estimates the depth of a scene by inferring the DepthArt model with custom TypeGPU kernels, then reconstructs normals based on that depth information, and uses both to relight the scene, all in the same command encoder. For more information, check out the original series of Tweets:

https://x.com/reczko_konrad/status/2089670934009413751?s=20
https://x.com/reczko_konrad/status/2090472091149648121?s=20

u/iwoplaza — 12 hours ago
▲ 40 r/webgpu+1 crossposts

BLOOD MOON; a threejs experience [sound on]

yes that is Vergil's chair.

[work in progress]

This is a new experiment that I'm working on called Below-The-Grasslands.
what you saw right now is just a glimpse of the entire experience.

I'm triggering thunder manually using key 'U' (thunder still rumbles randomly)

This experiment is inspired from my previous experiment Above the Grassland ( above-the-grassland.pages.dev )

u/alemx-is-nice — 3 days ago
▲ 16 r/webgpu+3 crossposts

I created a Bookmarklet Game with approximately voice chat for any website - Metaverse?

Hey! I’ve been building SecondWeb/Web3D.World or the Metaverse?!

You drag one bookmarklet into your browser, open any website, and click it. The page becomes a low-poly multiplayer city: DOM elements become landmarks, every URL is its own P2P room, and players can walk, drive and use spatial voice chat.

The idea is to turn the internet from pages we consume into places where people meet and make every website a game level waiting to be explored and conquered.

It’s still an early prototype, but you can try it here:
https://swissmade.xyz/secondweb/ - don't forget to put you on the list to get notified when it's finished, so you are the first one collecting items on the most famous websites!

Desktop Chrome is recommended for now. I’d love honest feedback on performance, installation and what would make you come back. Theoretically it should work on any websites, but a lot of websites block CORS - so if you think the idea is nice I could also create a chrome extension so it would work on any website!

Should I invest more time into it? Btw my first startup was MetaRoom.city - something similar; but more "polished" and not a game.

u/SWISS_KISS — 9 days ago
▲ 11 r/webgpu+1 crossposts

Three Nebula v12.1.0 released

Along with a brand new website, three-nebula has been modernised to work with three r185 is now fully written in TypeScript with WebGPU support added. Heaps more features planned! Enjoy!

three-nebula.org
u/moving808s — 9 days ago
▲ 23 r/webgpu+6 crossposts

[WebAssembly Preview] Engine update! Progress in indie game! No gameplay, but simulation works efficiently in a browser, some visual, a lot of backend :)

I have published a preview of the engine at (just a technical curiosity, not a game yet!): https://akryllax.github.io/epistrata-runtime-demo/

No download required, only Firefox/Chrome!

I have been progressing on my indie game with my game. After a lot of effort on allowing +16.000 entities doing their thing in real-time, and having some initial dev shaders, a Google Maps-like feel over the whole galaxy.

It's a epistemic knowledge, graph-based simulator, with individuals taking action based on layers of personalities, plans, goals and knowledge (not fully implemented, but POC is there!). I am applying all my simulation knowledge, plus research on other things to build the backbones of what my game will be. All of this is the background, the stenctil, and it will build over this simulation.

And now I ran a small experiment: my project maps nicely into SDL2/3, and code format and architecture is quite strict, so I was able to port to WASM through emscriptem. AND IT WORKS. Way better that expected in fact. Like, less than 2% loss of performance.

But this gives me relief, the simulator model I have been thinking about is not only viable, but performant.

This is not a game demo, is an engine POC, so there is no gameplay.

If you insist on taking control of a ship and issue move commands, you will have to:

  1. Select any ship.
  2. Open the ECS Inspector (F2)
  3. Add the component `PlayerTag`.
  4. Congrats, you have a ship.

For issuing commands, right-click or shift-click.

---

Performance monitor (interesting feedback for me):

  • On the time bar, at the top-right, click the right-most item, it will open Performance monitor:

https://preview.redd.it/ithx8n4nx0ih1.png?width=497&format=png&auto=webp&s=a0975984baa5588a1fc12d93dbb7cc90c02a9ae8

Controls:

In-game:

  • WASD: Pan camera
  • Mouse wheel, Q/E: zoom in/out (Zoom is mouse relative! point at what you want to zoom!)
  • Drag select: select entity
  • F: Follow entity
  • Numbers 1 (default), 2, 3, 4, 5 (recomended): Time speed controls. WASM is unnotimized, so I recommend using AUTO / 5 so engine automatically runs as fast as your PC allows.

Debug

  • F1: log window
  • F2: ECS Inspector (for tweaking values)
  • F3: Open Intelligence Grid map for active system (what each faction know about the world)
  • F4: Planner Panel (Plan Monitor): if you enable the checkbox, it starts tracking the selected's entity plan.
  • Open performance monitor:
  • Toggle Editor Mode: Shift+E

---

Viewing additional things: click buttons on the "Tools", or click the checkboxes at the bottom of the ECS Inspector.

Control are all over the UI cos these windows are NOT intended for the final product, and I have too much to do to change the devUI.

u/Akryllax — 14 days ago