9718312d25804fba4978e67778f0d21215dd7c7d
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?
are we gon use ogl or start from scratch?
Description
a blazing fast gpu rendering core for high performance or resource constrained web applications
528 MiB
Languages
TypeScript
53.9%
Rust
41%
JavaScript
4.7%
Shell
0.4%