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grovesNL

HN member
Joined
Wed, Feb 08, 2017, 4:27 PM UTC
HN karma
264
Public activity
95 items

About grovesNL

Email: josh@joshgroves.com

Recent public activity

  1. comment
    Comment #49024686

    In this case wgpu is just providing the surface texture for the window that the software rendered pixels are drawn into.

  2. comment
    Comment #48995380

    I think it would be interesting, especially for dynamic use cases where you can recompile the graph but use it many times. Although it's also probably pretty niche to get to that l…

  3. comment
    Comment #47010123

    I think most non-trivial cross-platform graphics applications eventually end up with some kind of hardware abstraction layer. The interesting part is comparing how wgpu performs vs…

  4. comment
    Comment #46636642

    Canada https://engineerscanada.ca/become-an-engineer/use-of-profess...

  5. comment
    Comment #44581465

    wgpu can run the WebGPU Conformance Test Suite for validation against the WebGPU specification. Was there something else you'd like to see?

  6. comment
    Comment #44581452

    Really excited to see WebGPU/wgpu ship in Firefox! Congratulations and thanks to Mozilla for supporting this.

  7. comment
    Comment #44268095

    Slug is patented but there are other similar approaches being worked on (e.g., vello https://news.ycombinator.com/item?id=44236423 that uses wgpu). I also created glyphon ( https:/…

  8. comment
    Comment #44196758

    Yes b'y, Newfoundland English is best kind sure.

  9. comment
    Comment #43781672

    wgpu has some options to access backend-specific types and shader passthrough (i.e., you provide your own shader for a backend directly). Generally wgpu is open to supporting any M…

  10. comment
    Comment #42509852

    wgpu has its own Metal backend that most people use by default (not MoltenVK). There is also a Vulkan backend if you want to run Vulkan through MoltenVK though.

  11. comment
    Comment #41405287

    Scaffolding wasn’t a problem at all. Both used SPIRV-Cross for shader conversions at the time and focused on implementing the rest of the API. The shading language barely matters t…

  12. comment
    Comment #41402055

    SPIR-V was never in the specification, but both wgpu and Dawn used SPIR-V in the meantime until a shading language decision was made.

  13. comment
    Comment #41401085

    I don't think that's accurate. Creating a shading language is obviously a huge effort, but there were already years of effort put into WebGPU as well as implementations/games build…

  14. comment
    Comment #41170456

    > I'm not convinced by any of these arguments about "knowing how to program in WebGPU". Graphics 101 benchmarks are the entire point of a GPU. You're totally right that it's the sa…

  15. comment
    Comment #41163426

    > It's "Slow" because it has more overhead, therefore, by default, I get less performance with more usage than I would with WebGL. It really depends on how you're using it. If you'…

  16. comment
    Comment #41163129

    > Here's an example of Bevy WebGL vs Bevy WebGPU I think a better comparison would be more representative of a real game scene, because modern graphics APIs is meant to optimize ty…

  17. comment
    Comment #41162166

    > Only 10k non-overlapping triangles can bring my RTX GPU to its knees Your benchmark doesn't match the experience of people building games and applications on top of WebGPU, so so…

  18. comment
    Comment #41161105

    There's plenty of room for both approaches: a lot of projects can benefit from using a platform-agnostic API like WebGPU (web or native) directly, others might want to use engines.…

  19. comment
    Comment #41064022

    Multi-threading would be really nice, although it's not clear to me how to parallelize this in a way where the synchronization cost wouldn't regress performance. Tasks are prioriti…

  20. comment
    Comment #41063619

    Do you mean time was used as the key for the hashmap? What was the vector used for in that setup?

  21. comment
    Comment #41060698

    All great points, thank you! I'll need to think about this some more. For context, queries are trying to find the next available equipment for tens of thousands of tasks, so hundre…

  22. comment
    Comment #41058270

    Thanks for the reference! This looks like an implementation of a disjoint set/union-find data structure. I think it could be an interesting direction to explore by adapting union-f…

  23. comment
    Comment #41057491

    Thank you! I should have clarified that my map does currently store free time slots instead of booked time slots, but either representation would be ok if it would be beneficial fo…

  24. comment
    Comment #41055702

    Sounds interesting, I’ll check it out, thanks! Skimming through it quickly it seems like it may be focused on actual running timers instead of tracking intervals, but some of the i…

  25. comment
    Comment #41055659

    Thank you, I should look into these more. I actually came across them earlier but it wasn’t obvious that these would outperform a plain sorted `Vec` with binary search, which seeme…