2024-08-02 13:25:33 +05:30
2024-08-02 13:25:33 +05:30

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?
  • 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?

S
Description
a blazing fast gpu rendering core for high performance or resource constrained web applications
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