zeno · @Zeno
116 followers · 1382 posts · Server fosstodon.org

If anyone is interested, here is my repo, that computes MD5 hashes on the GPU using and .

git.sr.ht/~zenomat/crackers

#rust #wgpu

Last updated 1 year ago

zeno · @Zeno
116 followers · 1377 posts · Server fosstodon.org

OMG I got it working. MD5 calculations on the gpu with and .
Now I only need to fix zero length strings, if they appear as the only input and test all of it.

#wgpu #WGSL

Last updated 1 year ago

havchr · @havchr
76 followers · 340 posts · Server mastodon.gamedev.place
havchr · @havchr
73 followers · 324 posts · Server mastodon.gamedev.place

Small update on my and pet project. Now, I have begun implementing curves from Freya Holmér's awesome curve video. I also had to make my vertex buffer dynamic, or COPY_DST to allow updating the curve. There is however, no line width as far as I see, so at some point I should write my own tesselation to get more curve-rendering control.

#wgpu #rust

Last updated 1 year ago

havchr · @havchr
72 followers · 309 posts · Server mastodon.gamedev.place

A minor milestone has been reached in my project. I now have my «buffer-fu»-shader-toy running. It is basically buffer a and buffer b, working together to read&write from/to each other to create differential effects.

#wgpu #rust

Last updated 1 year ago

havchr · @havchr
69 followers · 294 posts · Server mastodon.gamedev.place

My adventure continues- my first quest is to make something similar to shadertoy - that is, something that supports buffer A,B,C,D and a final image. For now I am not doing audio nor video textures, but that would be cool to do later.

#rust #wgpu

Last updated 1 year ago

havchr · @havchr
54 followers · 242 posts · Server mastodon.gamedev.place

So, I have followed this excellent tutorial sotrh.github.io/learn-wgpu/, and I have now set up a pipeline that is rendering a fullscreen quad, with shaders that have uniforms - and I have a smooth shader-defined circle animating across the screen. Next up, is rendering to offscreen buffers so that I can ping-pong around.

#rust #wgpu

Last updated 1 year ago

havchr · @havchr
54 followers · 242 posts · Server mastodon.gamedev.place

Using with was just super more pleasant than for a newbie like me. Maybe I can get a little framework up an running again

#wgpu #rust #vulkan #demoscene

Last updated 1 year ago

Beatrix · @beatrix
142 followers · 930 posts · Server mastodon.gamedev.place

Implemented Physically Based Shading ^^ I guess it works? 😅 ngl looks a bit disappointing compared to reference material, I hope it's just a lack of reflection/IBL, and maybe adding an env map would improve it a lot... so I suppose that's next.

The pic shows increasing roughness left->right and metalness bottom->top.

Other stuff implemented:
- depth reading & linearisation, calculating world pos from it (probably works?)
- ACES and Reinhard tonemapping

#wgpu #graphicsprogramming

Last updated 1 year ago

Beatrix · @beatrix
126 followers · 875 posts · Server mastodon.gamedev.place

Baby's first deferred renderer ^^ (no pbr yet)

The first mayor feature I've implemented by myself, not following The WGPU Tutorial :3

Lessons learned:
- when textures are resized (due to window resizing) the texture bindings also have to be updated, otherwise the lighting pass will use outdated (or even blank) gbuffer textures
- you have to wait until resources are no longer used by in-flight draws before deleting them, otherwise the gpu will likely crash ^^"

#wgpu #rust #graphicsprogramming

Last updated 1 year ago

Beatrix · @beatrix
118 followers · 819 posts · Server mastodon.gamedev.place

Mesh loading implemented :3

#wgpu #graphicsprogramming

Last updated 1 year ago

zeno · @Zeno
109 followers · 1327 posts · Server fosstodon.org

After 2 days of struggling I finally managed to get a compute shader to run with and -gpu. Now I just need to understand why it works^^

#wgpu #rust

Last updated 1 year ago

Beatrix · @beatrix
101 followers · 619 posts · Server mastodon.gamedev.place

Instancing go brrr

Next up depth buffering, model loading, and then attempting to write my first deferred renderer ^^

#wgpu

Last updated 1 year ago

Bojan · @bojan
97 followers · 194 posts · Server fosstodon.org

I tried some low-lvl gpu programming this weekend for lols and it's gotten so much better over the years. I'm using + + and I feel pampered. I get error messages for bad shader bindings!! And the APIs almost make sense to me! And my program works in the browser!

#rust #wgpu #winit

Last updated 1 year ago

Beatrix · @beatrix
99 followers · 536 posts · Server mastodon.gamedev.place

Did some refactoring on my renderer: separated the so far monolithic renderer struct into an engine part (managing resources and wgpu state) and an application part, calling the engine to create resources and do the drawing.

The refactoring wasn't too difficult, which reassures me that I managed to design the codebase in a way that supports this architecture; but it also revealed some deficiencies which will need more refactoring... but I suppose better sooner than later ^^

#wgpu

Last updated 1 year ago

Ben Carruthers · @bencarru
28 followers · 12 posts · Server mastodon.gamedev.place

Added some greenery to the caverns and changed to tiled block voxel rendering. Using and .

#rust #wgpu #screenshotsaturday

Last updated 1 year ago

Beatrix · @beatrix
78 followers · 432 posts · Server mastodon.gamedev.place

I wrote a build script that validates the wgsl shader as a build step, using the naga library... maybe I'll be able to live with wgsl after all ^^

#wgpu #webgpu #rust #graphicsprogramming

Last updated 1 year ago

Beatrix · @beatrix
68 followers · 418 posts · Server mastodon.gamedev.place

Getting a triangle on the screen is way easier with than with e.g. Vulkan ^^
It still gives a lot of control over the gpu, but there’s much less noisy stuff to care about (no pools, no queues from different families, no swapchain management, etc).
Tho at least in its current state i loathe wgsl… can’t index arrays, can’t compare integers 🤯 I’ll have to figure out how to use Spir-V until it’s improved.

#webgpu #graphicsprogramming #rust #wgpu

Last updated 1 year ago

Andreas Reich · @wumpf
192 followers · 92 posts · Server mastodon.gamedev.place

Yay! WebGPU is out stable in Chrome now for real, rolling out to everyone.
We got up a WebGPU version up here app.rerun.io/webgpu/

So far we used 's WebGL backend. With the latest version WebGPU mostly just worked .. minus a few Naga bugreports and two extra fix PRs we needed on wgpu 😅

#wgpu

Last updated 1 year ago

Lukas Hermann · @lsh
10 followers · 21 posts · Server hachyderm.io

Last night I attempted to make something like the "Alien Orb" project from
Entagma
. The whole project was done in with . It was fun to work on something more mesh oriented since I'm used to implicit geometry with shaders 😄

(Ignore the basic lighting 😅)

#rustlang #wgpu

Last updated 1 year ago