2025-10-22 18:08:02 +05:30
2025-10-04 12:47:30 +05:30
2025-10-22 18:08:02 +05:30
2025-10-22 18:08:02 +05:30
2025-10-24 19:44:06 +05:30
2025-10-24 19:44:06 +05:30
2025-10-24 19:44:06 +05:30
2025-10-24 19:44:06 +05:30

yawn

yet another webgl ngine

Building

Run

npm run dev

accepted plans

  • most of the logic in workers and wasm
  • rust / wgpu based
  • as declarative as possible
  • no backwards compatibility until v1.0
  • as much geometric algebra as reasonable

planned milestone

  • [done] connect events from main thread to worker
  • [done] share canvas b/w worker
  • [done] 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?
S
Description
a blazing fast gpu rendering core for high performance or resource constrained web applications
Readme
528 MiB
Languages
TypeScript 53.9%
Rust 41%
JavaScript 4.7%
Shell 0.4%