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b2plane64042y@possum no idea theres a clusterfuck of stuff going on behind the scenes and surprisingly all of those 3d models even the heaviest ones are extremely performant and smooth. I dont get any lags or glitches. And all of it is ran via javascript because its compiled first in c++ using let me check.... The ".glsl" file extension (opengl shading language)
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SalsaGal2602y@b2plane unless I’m misunderstanding you’re not writing c++ you’re just writing a language that looks like it. GLSL is compiled to instructions the GPU can understand when it’s loaded by whatever graphics library you’re using
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hjk10156962y@SalsaGal you are correct! Shader languages all look like C/C++.
See real time rendering https://en.m.wikipedia.org/wiki/...
GLSL is used
https://threejs.org/docs/... -
hjk10156962y@SalsaGal sorry wanted to put almost all. Assembly is also still a thing (that is the difference between High level)
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SalsaGal2602y@hjk101 Using assembly for it would lose a lot of the portability though, I think the lowest you can go while still leaving it up to the libraries to AOT compile is SPIR-V
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@SalsaGal WGSL is the shit. I love it.
However since it's rather new still, the only complete Documentation is the full WGSL Spec sheet. It is well done tho 👌
Use it for the shading in a video game, i'm working on.
@b2plane i dont see, how writing a lil HLSL/GLSL is so bad, considering you already work with js. -
@SalsaGal yeah, written with bevy. I'm just toying around with ideas. However i like the results so far 👌
I cant believe threejs requires me to write a c++ code so i can use 3d webgl objects in javascript
rant