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NastuaDesu
Indirect Grass System with Compute Shaders and Customization Features #Unity #TechnicalArtist #ShaderGraph #GameDev #ComputeShaders
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webgl_webgpu
🧮 Physics that never leaves the graphics card. Kevin Levron's (@soju22) Three.js WebGPU demo runs the whole simulation in a compute pass, written in TSL, then draws thousands of bodies as one instanced mesh. 🔗 webgpu.com/showcase/threejs-… #WebGPU #ThreeJS #TSL #ComputeShaders #CreativeCoding
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jettelly
Want to add custom grass to your Unity game? 🌿 We cover it in Chapter 6 of Mastering Compute Shaders in Unity! Check it out 📘 jettelly.com/store/mastering… #unity3d #gamedev #computeshaders
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martino_piaggi
Tiny metaballs experiment on Meta Quest. A prototype that will never see the light. Built on top of Keijiro’s ComputeMarchingCubes: github.com/keijiro/ComputeMa… #MetaQuest #MixedReality #Unity3D #ComputeShaders #Metaballs
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webgl_webgpu
⚙️ Creator Showcase: NullGraph pushes for declarative and data-driven rendering. Vikas Kumar Singh's framework ditches the scene graph, streams flat ArrayBuffers to the GPU, and lets compute shaders handle culling and draw calls. Strange attractors, Hopf fibrations, and a memory-layout test engine come along for the ride. 🔗 webgpu.com/showcase/nullgrap… #WebGPU #GPGPU #ComputeShaders #GraphicsProgramming #CreativeCoding
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webgl_webgpu
📡 Applied Showcase: The Longley-Rice ITM algorithm entirely in WebGPU compute shaders by @roman01la The same propagation model used for cell tower planning and emergency comms, now running in a browser tab. Two-pass radial sweep, ~500x more parallelism than a sequential port, terrain diffraction and all. 🔗 webgpu.com/showcase/webrf-lo… #WebGPU #WGSL #ComputeShaders #GraphicsProgramming #CreativeCoding
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steeltroops_ai
𝗢𝗽𝗲𝗻-𝘀𝗼𝘂𝗿𝗰𝗶𝗻𝗴 𝗺𝘆 𝗿𝗲𝗮𝗹-𝘁𝗶𝗺𝗲 𝗞𝗲𝗿𝗿 𝗕𝗹𝗮𝗰𝗸 𝗛𝗼𝗹𝗲 𝘀𝗶𝗺𝘂𝗹𝗮𝘁𝗶𝗼𝗻 A high-performance physics engine written in 𝗥𝘂𝘀𝘁, running entirely in the browser. #Rust #WebGPU #Physics #OpenSource #ComputeShaders
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defold
The progress over this is astonishing - it has now a translucent shader for the liquid, just take a look: #MadeWithDefold #gamedev #physics #computeshaders #simulation #liquidsimulation #indiedev
Defold user Ivan Lytkin shared an #opensource liquid simulation experiment inspired by @SebastianLague videos, and powered by compute shaders in Defold. 💧 Check out the current status of the project: github.com/abadonna/defold-c… #MadeWithDefold #liquidsimulation #physics #gamedev #indiedev
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webgl_webgpu
🔥 Community Spotlight: A high school senior built thermal simulation in the browser. Raziel Moesch learned Newton's law of cooling in class and turned it into a full WebGPU project a few weeks later. Drop in any STL file, voxelize it, simulate heat transfer on the GPU. He chose WebGPU over OpenGL specifically so he could demo it without friction. That's the kind of thinking that gets you hired. 🔗 webgpu.com/showcase/gpu-powe… #WebGPU #ComputeShaders #Simulation #CreativeCoding #JavaScript
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webgl_webgpu
🧬 Community Showcase: Conway's Game of Life, extruded into three dimensions. Vladimir Beloborodov built a WebGPU cellular automaton where compute shaders run the simulation and instanced rendering handles hundreds of thousands of cubes. No frameworks. Workgroup sizes adapt to your device at runtime. 🔗 webgpu.com/showcase/game-3d-… #WebGPU #ComputeShaders #CellularAutomaton #CreativeCoding #Evolution
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webgl_webgpu
🔐 News: Client-side ZK proving just got faster. zkSecurity integrated WebGPU with StarkWare's Stwo prover and documented the whole optimization journey, from naive single-threaded WGSL to parallelized NTT with workgroup memory. The 5x speedup on constraint evaluation is real. 🔗 webgpu.com/news/zk-proofs-we… 👏 Big thanks to @0xprimex0 for contributing this news 👏 #WebGPU #ZeroKnowledge #WGSL #Cryptography #ComputeShaders
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webgl_webgpu
🎉 Play Showcase: Thousands of particles. Real physics. Your browser. Juan Cazala (@juancazala) built Party, a WebGPU playground where you tweak gravity and collisions live while compute shaders handle the chaos. Open it, touch the sliders, lose forty minutes. 🔗 webgpu.com/showcase/party-we… #WebGPU #ParticleSystem #CreativeCoding #ComputeShaders #GraphicsProgramming
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webgl_webgpu
🎄 webgpu.com/showcase/holiday-… WebGPU snow globe with actual volumetric snow particles. Michael Modena (@forgeddotbuild) used compute shaders to fill the entire dome volume with mesh-based snow that generates proper normals and responds to lighting correctly. Plus a real-time chroma-key pipeline for blending AI video into the interactive scene. #WebGPU #ComputeShaders #CreativeCoding #Holidays #Christmas
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NikLever
Chapter 5 of Mastering ComputeShaders with Unity 6 all wrapped up. Learn to create a GPU based physics engine. Pre-order at a great discount. The discount reduces the nearer the book comes to complete. jettelly.com/store/mastering… #unity #gamedev #shaders #hlsl
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DSkaale
🎨 WIP: My Gaussian Splatting editor now has a revolutionary color-coded copy/paste workflow. Addition to box tools, I'm using dual GPU selection buffers visualized as colored overlays. You just paint what you want and paint where it goes. Technical Highlights: • Dual-buffer selection: Orange for source, Blue for target regions. • Auto-alignment: Captures camera orientation to compute target-to-source quaternion deltas. • Occlusion culling: Two-pass GPU depth test using InterlockedMin to filter for front-most splats. • Real-time refinement: Specialized compute kernels for incremental transforms with zero Euler drift. • Performance: Sub-millisecond latency for 100k splats via massive GPU parallelism. Still in development but already changing how I edit splats. #GaussianSplatting #Unity3D #ComputeShaders #GameDev #WIP #GameDev
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DSkaale
🎨 Realtime GPU Color Grading for Gaussian Splats Built a compute shader that adjusts exposure, contrast, hue, saturation & tint for millions of splats - only inside a box region - in realtime. 🔥Drag slider → instant color update Only box region affected. Works on 5M splat scenes Full HSV support for hue rotation HDR-aware contrast/exposure. #GaussianSplatting #unity3d #ComputeShaders #GameDev #3DGraphics
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DSkaale
🌀Gaussian Splat Splines just got real-time curve editing! I Built a system to animate 3DGS splats along Bezier paths: ✨ Drag control points → splats follow instantly 🔥 GPU compute shader handles millions of splats 🎛️ Stream, Pulse, PingPong animation modes 📐 Per-splat speed variation noise displacement I only recompute GPU samples when the curve actually changes. Works for VFX trails, flowing particles! #GaussianSplatting #3DGS #madewithunity #GameDev #ComputeShaders #VFX
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ReactNativeRwd
𝗪𝗲𝗯𝗚𝗣𝗨 𝗶𝘀 𝗻𝗼𝘄 𝘂𝘀𝗮𝗯𝗹𝗲 𝗶𝗻 𝗥𝗲𝗮𝗰𝘁 𝗡𝗮𝘁𝗶𝘃𝗲 — but what does that actually mean? A new library, react-native-webgpu, exposes the WebGPU API to React Native apps. Think of WebGPU as the next generation of graphics APIs for the web — and now, potentially, mobile. It’s designed to give developers more direct access to the GPU, with better performance and more flexibility than older APIs like WebGL. 𝗛𝗲𝗿𝗲’𝘀 𝘁𝗵𝗲 𝗸𝗲𝘆 𝗱𝗶𝗳𝗳𝗲𝗿𝗲𝗻𝗰𝗲: ➡️ 𝗪𝗲𝗯𝗚𝗟 is built on top of OpenGL ES, which was originally designed over two decades ago. It abstracts a lot of GPU details to make things easier — but that also limits what you can do and how efficiently you can do it. ➡️ 𝗪𝗲𝗯𝗚𝗣𝗨, in contrast, is modeled after modern low-level graphics APIs like Metal (iOS), Vulkan (Android), and Direct3D 12 (Windows). These APIs give developers finer-grained control: you explicitly manage memory, schedule commands, and control how resources flow through the GPU. 𝗦𝗼 𝗵𝗼𝘄 𝗱𝗼𝗲𝘀 𝘁𝗵𝗶𝘀 𝘄𝗼𝗿𝗸 𝗶𝗻 𝗥𝗲𝗮𝗰𝘁 𝗡𝗮𝘁𝗶𝘃𝗲? The react-native-webgpu library brings WebGPU to mobile by using Dawn, Google’s native implementation of the spec. This allows JavaScript code in your React Native app to speak directly to the GPU — using the same API shape as in the browser. In practice: ➡️ On iOS, WebGPU calls are routed through Metal ➡️ On Android, they go through Vulkan This happens under the hood — the JavaScript code you write uses familiar WebGPU methods (requestAdapter, requestDevice, command encoders, etc.), and Dawn takes care of translating those into native calls. Once the GPU context is created, the flow is nearly identical to WebGPU on the web: ➡️ You request an adapter and device ➡️ Configure the GPU canvas context (format, alpha mode, etc.) ➡️ Write your shaders in WGSL ➡️ Build a render or compute pipeline ➡️ Encode commands and submit them to the GPU ➡️ Manually call context.present() to display the frame 𝗪𝗵𝗮𝘁 𝘁𝗵𝗶𝘀 𝗲𝗻𝗮𝗯𝗹𝗲𝘀: ➡️ Real-time rendering with full GPU control. ➡️ Custom 3D engines or rendering pipelines. ➡️ Compute-heavy workloads (e.g., physics, simulations, image transforms). ➡️ Potential for code sharing between Web and mobile using the same WebGPU pipeline. This isn’t a plug-and-play UI solution — but for apps pushing visual or compute limits, it opens the door to GPU-native performance on mobile. Do you have any features or projects where direct access to the GPU would make a difference? #WebGPU #ReactNative #GPUProgramming #MobileGraphics #JavaScriptDev #OpenSource #CrossPlatformDev #MetalVulkan #PerformanceMatters #ComputeShaders
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33,654
emportent
Playing with particles #atomics #computeshaders
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jettelly
Ever wondered how GPU programming can elevate your Unity projects? ⚡ Mastering Compute Shaders in Unity 6, by Nicholas Lever, is now open for wishlist! 🔗 jettelly.com/store/mastering… #Unity3D #Gamedev #ComputeShaders
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