287 karma · joined July 13, 2017
FYI - there's a security problem with the leaderboard, I added the Testy McTester score of 42 to see if it would go through, feel free to delete it
I prefer this for 100% browser-only, but that's a niche. I do think wgpu makes more sense when you like the WebGPU headspace but want to target other backends (native, mobile, VR, etc.)
1. Debugging. The nature of bugs in this space is a lot more of "it doesn't look right on the screen" as opposed to "it breaks compilation", so I want to easily do things like peek into my buffers, use native js logging, etc. It's just a lot easier for me to reason about when I have more manual control.
2. Leaky abstractions. wgpu is a pretty low-level but it can't avoid the pain that comes with different backends, async where it should it shouldn't be, features that aren't available everywhere, etc.
That said, it would probably be pretty straightforward to convert the renderer into wgpu, most of the data structures and concepts should map cleanly
AwsmRenderer is a browser-native WebGPU renderer written in Rust, using web-sys directly (not wgpu). It’s intended to be high quality and ergonomic for typical gamedev use-cases, while keeping the API surface relatively small and explicit.
Fair warning: this is fresh off the push and only lightly tested so far. It requires a WebGPU-capable browser and is currently intended for desktop use.
Longer-term, the goal is to empower AAA-like gamedev in the browser with WASM. Internally, the API centers around keys that can be converted to/from u64, which should make it easier to move data across workers or future WASM component boundaries, and to integrate with physics engines or core game code.
Source: https://github.com/dakom/awsm-renderer
Curious to hear thoughts from folks with WebGPU, Rust, or browser graphics experience.
1. Codex takes longer to fail and with less helpful feedback, but tends to at least not produce as many compiler errors 2. Claude fails faster and with more interesting back-and-forth, though tends to fail a bit harder
Neither of them are fixing the problems I want them to fix, so I prefer the faster iteration and back-and-forth so I can guide it better
So it's a bit surprising to me when so many people are pickign a "clear winner" that I prefer less atm
In other words, yeah, don't just believe it at face value- but if you have good reason to trust the source, it's worth considering and checking into further.
In this case it's not just one individual but many people saying that THC and CBD are almost opposites if eachother, for example in how they affect anxiety.
Definitely worth proper research imho, could lead to medication that has more of the pros and less of the cons
That sounds obvious but it really isn't. One example: maybe you don't need any object culling at all. Nobody tells you this. Anything you look up will talk about octrees, portals, clusters, and so on - but you might be totally fine just throwing everything at the renderer and designing your game with transitions at certain points. When you know your constraints, you're not guessing, you can measure and know for a fact that it's fine.
Another example: shader programming is not like other programming. There's no subclassing or traits. You have to think carefully about what you parameterize. When you know the look you're going for, you can hardcode a bunch of values and, frankly, write a bunch of shit code that looks just right.
The list goes on and on... maybe you don't need fancy animation blending when you can just bake it in an external tool. Maybe you don't need 3d spatial audio because your game world isn't built that way.
Thing is - when you're writing an _engine_ you need all that. You don't get to tell people writing games that you don't really need shadows or that they need to limit the number of game objects to some number etc. But when you're writing a _game_ (and you can call part of that game the engine), suddenly you get to tweak things and exclude things in all these ways that are perfectly fine.
Same idea applies to anything of course.. maybe you don't need a whole SQL database when you know your data format, flat files can be fine. Maybe you don't need a whole web/dom framework when you're just spitting out simple html/css. etc. etc.
I think this headspace is pretty common among gamedevs (iiuc large projects often copy/paste dependencies and tweak between projects rather than import and support a generic api too)
Browser plugins could have been fixed to catch up, the VM itself wasn't the problem in terms of drain
More to the point though- Flash didn't shine as a regular website thing (Adobe people used Dreamweaver for that, if anything). It was a game/application development tool. Most of the time you didn't need any of these web-friendly things, same way you'd expect every game to have a different menu system.
It was an awesome time for innovation and creative thinking. Not everything is a flex box. I miss those days
For example, serde (and serde_json, toml, etc.) is a gamechanger, as is tracing, reqwest, and many others.
So, maybe less about the language itself for many people, but more about the human factor of overcoming fear of being stuck on an island
Yeah, that's an issue, esp with WebGL.. but you can get pretty far by reducing calls with a cache, things like "don't set the uniform / attribute if you don't need to".. but I hear WebGPU has a better API for this, and eventually this should get native performance.. though, I also wonder, is this really a bottleneck for real-world projects? I love geeking out about this.. but.. I suspect the real-world blocker is more like "user doesn't want to wait 5 mins to download AAA textures"
> Nerfed timers
Yeah, also an issue. Fwiw Mainloop.js gives a nice API for having a fixed timestep and getting an interpolation value in your draw handler to smooth things out. Not perfect, but easy and state-of-the-art afaict. Here's a simple demo (notice how `lerp` is called in the draw handler): https://github.com/dakom/mainloop-test
Re: multithreading, I don't think that's a showstopper... more like, techniques you'd use for native aren't going to work out of the box on web, needs more custom planning. I see this as more of a problem for speeding up systems _within_ systems, i.e. faster physics by parallelizing grids or whatever, but for having a physics WASM running in a worker thread that shares data with the main thread, it's totally doable, just needs elbow grease to make it work (will be nice when multithreading _just works_ with a a SharedArrayBuffer and easily)
Small, related anecdote: back in the year 2001 or so, this is in the same family of how I built websites...
The difference is I wrote in in C as Apache Modules. So, like, most people were using other people's C modules (like PHP or CGI), but once you dug deeper and you wrote your logic/site _as_ a C module, it was so much more fun (and powerful too).
I didn't have much of a templating language, so the answer to "can we change the text on this page?" was usually, "sure, just give me a few minutes to recompile the whole Apache server" :D
Fun times
The interesting part of the collision detection code is here: https://github.com/dakom/not-a-game/blob/main/src/collision/...
Putting aside the politics and all, focusing on the tech- one thing I came across when trying to do my own collision detection was the idea of using the GPU and occlusion queries for pixel-perfect results.
I didn't come up with the technique, but it's super cool, and since you're not taxing the GPU with tons of 3d triangles, it's perhaps a bit more free to do stuff like that.
From my example above, check out https://github.com/dakom/dominator-workers-fluent-auth/blob/... and follow it through to https://github.com/dakom/dominator-workers-fluent-auth/blob/...
Do you see that you have static and dynamic parts matching, multiple variable capture, etc.?
I'm not talking from a theoretical perspective. I'm showing you an actual example of a fully baked auth system that does everything on the wishlist (and more) and has no need at all for a router because Rust is itself powerful enough to do all that out of the box
Erm, just return a new url after the match? Get fancy with state machine like enums? Rust has everything you need here, not getting why you think this requires a framework.
> Specific management of [...]
again, match for that, map your url parts, whatever - it doesn't need a 10,000 pound gorilla when it can be done in a line or two of code
> complex regex matching
erm, regex crate?
> Django, Laravel, Rails
Yup, those are valid choices. I said it's not a framework problem necessarily.
Not a one size fits all sorta problem.
Wordpress is also a fine choice if your business is knocking out new sites for a new client every month.
But, if you're building a single product over the course of a year or two, it's not the end of the world to spend a couple weeks rolling your own auth and hook it up to transactional emails and everything else. It's just one small problem to deal with, not major in the grand scheme of things. YMMV
You don't need a router when you have pattern matching (just split the url and match on static and dynamic vars however you need)
Auth is typically DIY in any language, or SaaS like Firebase/Auth0. It's not a language or framework problem, necessarily
CSS/JS tooling makes no sense for many frontend Rust frameworks like Dominator, which is in Rust (not JS) and has its own approach to styling that works for it (e.g. attaching styles to signals, so they change on the fly)
I get what the author is saying - in fact I've been around the block a couple times solving all the different points in the article and it is painful. For example, see https://github.com/dakom/dominator-workers-fluent-auth which does a lot of the stuff here on the Cloudflare workers framework (also adds another wishlist item - localization with Fluent)
A "batteries included" full framework that does _everything_ is nice to have, but many real-world projects will want to replace those opinionated decisions and go the DIY route anyway. Rust is more than mature enough, even on the frontend web, to tackle all of that - if you know where to look (wasm-bindgen, etc.)
I really like the combo of Shipyard ECS for the game stuff and Dominator for UI. I've used Dominator on large projects and it continues to be a great framework.
Shipyard is just super clear and is easy to reason about. I know Bevy is the hot thing these days, and maybe I'd check that out for a larger / collaborative project, but Shipyard really hit the sweet spot for letting me get into the nitty gritty (which I could manage here since it's just simple 2d state machine sorta stuff)
Nobody also felt bad saying "RTFM" because, whatever, it blows over in a minute, there's no permanent record of having a harsh moment, more free to just move on.
The same old questions being asked due to no search also provided more opportunities to answer those questions, so, newbies could start to learn by teaching.
So, yeah, I think something beneficial was lost, even if I wouldn't go back to that approach- it's more of a tradeoff than a definitive improvement
I am not interested in debating Ethiopia, I know nothing about it, and wouldn't presume to take a strong position on a subject I know so little about.
"Usurpers" in that context was specifically about religious claim, where Islam has both a far weaker and far later claim than Judaism