I loved this movie.
I loved this movie.
I love the progression of the concert, with each song building in performance complexity.
Happy Valentines Day
We connected Kingβs Quest creator Roberta Williams to comedy writer @mikedrucker.bsky.social, who may be her biggest fan, for a conversation about the seriesβ legacy and a generationβs connection to it.
The full article has been moved from behind the paywall! gameinformer.com/feature/2026...
Yeah I was interested in adding that Range view, too, haven't gotten to it yet.
Awesome, always happy to have people contribute!
What method are you using to display the uint values? Constant division? Min/Max normalization?
I did a project with #Cesium to support #Unity Web. That just shipped this morning (cesium.com/blog/2025/12...)! To test it I've been making a #WebGPU flight sim game. Lots of fun being able to fly across the entire world, from a web page! And it's running at 144 FPS on my computer, in a browser!
But it ended so nicely, revealing the Borderland mystery! I thought it was done. I'm excited about this, but I hope they don't stretch it too far.
What's more fun is having a web engine that can run on desktop or mobile, and info about the hardware is limited/non-existent.
In general, we recommend Forward(+) for targeting the web. But of course people can do whatever they want, if it works it works.
In the HypeHype case it seems Sebastian made some renderer decisions based on the typical type of content made for their engine. Relatively fixed post processing effects and geometry heavy levels, where depth pre-pass would have been needed anyways. I can see deferred being the better choice there.
It could be that a lot of engines are aiming for "good enough" performance, and not necessarily "good" performance.
Lucky!
It was 4 years ago that I started a little side project to add #WebGPU to #Unity. It started with a single triangle, with a hard-coded shader and no buffers. And now we have Project Prismatic from Stratton Studios! I'm really proud of how far we've come for web gaming! play.projectprismatic.com
To add to what Brandon said, another potential win for WebGPU is the ability to create render pipeline objects at load time. With WebGL shaders often don't get compiled until the first draw call. Creating render pipeline objects up front can reduce runtime stalls, which is really important for XR.
I believe @toji.dev has been working on WebXR + WebGPU, github.com/immersive-we..., and I believe you can try it out with an experimental flag in chrome://flags, webxr-webgpu-binding. Not a solution for a published project, but at least it's being worked on.
Making more progress on my #WebGPU #WGSL debugger project. Starting to integrate it into my WebGPU Inspector tool. Lots more to do, but I'm having fun working on it.
Itβs a cpu interpreter.
I do know the code isn't correct WGSL, int should be i32, and the value of bar should have been converted to an int. Like I said, unpolished and incomplete.
I've been going down this side project road of wanting to make a #WGSL shader debugger to integrate into my #WebGPU Inspector tool (chromewebstore.google.com/detail/webgp...).
I'm making some progress! The "first triangle" of unpolished, incomplete WGSL debugging! The rest should be easy, right?
There are no mistakes, just happy accidents π
let shd = `
@group(0) @binding(0) var<storage, read_write> b: array<f32>;
@compute @workgroup_size(1)
fn foo(@builtin(global_invocation_id) id: vec3<u32>) {
b[id.x] = b[id.x] * 2.0;
}`;
let b = [1, 2, 6];
let bg = {0: {0: b}};
WgslExec(shd).dispatch("foo", 3, bg);
expect(b, [2, 4, 12]);
Working on a WebGPU project I wanted a shader debugger like PIX. A while back I wrote a WGSL parser (github.com/brendan-dunc...). Could I use that to implement a debugger? It wouldn't be native, and PIX is already kind of an option, but the idea was stuck in my head. I started down that rabbit hole.
The blog post is finally done. Give it read if you want to find out more about Real-Time Ocean Rendering in games! Let me know what you think π
gikster.dev/posts/Ocean-...
My watch tells me "yay! you stood up! congratulations, you did it!"
Apparently it has low expectations of me.
That sounds like my fun day today! Only in my fun day it crashes for both Vulkan and GLES and the device is a low end android with a European centric GPU that I can only access via a remote device farm, so I donβt even get the pleasure of holding it wrong!
Made a quick video with tips for WebXR Export in Unity.
www.youtube.com/watch?v=UG9i...
For those in game jams that have some questions
TinyBVH has been updated to 1.2.5 on main. New:
TLAS/BLAS construction and traversal, for single and double precision BVHs, and including a brand new GPU demo: See the attached real-time footage, captured at 1280x720 on an NVIDIA 2070 laptop GPU.
#RTXoff
github.com/jbikker/tiny...