Akash ShakdwipeeaandAmp b295c0bf0b separate out renderer crate (#13)
* add keyboard handler

* some cleanup

* add l key binding

* Fix WASM shared memory generation for Rust nightly 2025-10-20+

Add explicit linker flags for shared memory generation after Rust PR #147225
removed automatic flags with +atomics. This fixes DataCloneError when sharing
memory with workers.

Changes:
- Add --shared-memory, --max-memory, --import-memory flags
- Export TLS symbols: __wasm_init_tls, __tls_size, __tls_align, __tls_base
- Update both Cargo.toml and package.json build scripts

Amp-Thread-ID: https://ampcode.com/threads/T-41d99b69-5754-4fdf-b06e-a46343fa7485
Co-authored-by: Amp <amp@ampcode.com>

* add a level-editor crate

* remove redundant worker setup

* simplify app setup

* add SceneBuilder

* separate out default scene implementation in a crate

* define default method for MeshBuilder

---------

Co-authored-by: Amp <amp@ampcode.com>
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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, wind)
  • g-splats?
  • volumetrics? (openvdb?)
  • edge detection?
  • SDFs?
  • animation/bones?
  • spatial audio?
  • particles?
  • instancing?
  • procedural gen? (providing noise textures, perlin, voronoi)
  • mesh edits/CSG?
  • glass/refraction?
  • nanites?
  • caching?
  • streaming mesh data? (for progressive loading/nanites/volumetrics/sectors/occlusion-optimised loading)
  • server components? (websockets for mesh streaming)
  • collision sounds?
  • HDR/LDR rendering?
  • tonemapping?
  • lighting bsdf? materials?
  • trails?
  • vfx?
  • vr/ar?
  • dynamic textures?
  • shadow casting?

are we gon use ogl or start from scratch?

we need to decide architecture

  • ECS?

  • babylon-like

  • threejs-like

  • message passing?

  • observables?

  • events?

  • runnable on a server?

  • worker/main thread adaptable? or just worker?

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