# yawn yet another webgl ngine ## accepted plans - most of the logic in service workers - ts / webgl based - as declarative as possible - no backwards compatibility until v1.0 - as much geometric algebra as reasonable ## planned milestone - connect events from main thread to service worker - share canvas b/w sw - render triangle ## Goal: All the good algorithms What algorithms are we planning to have, - gpu picking? - HZB occlusion + frustum/portal culling? - deferred + forward lighting? - hair/fur support? - splines? - good auto lod (how?) - auto billboarding? - selective raytracing? (maybe to bake static lighting on init?) - Global Illumination? (how?) - postprocesses? - physics? - simulations? (fluid, cloth, rigid body) - g-splats? - volumetrics? (openvdb?) - edge detection? - SDFs? - animation/bones? ## are we gon use ogl or start from scratch?