This is really cool. As far as boilerplate goes WebGPU is really not that bad (one just needs to look at Vulkan to see how fun it can get) but really anything to lower the barrier to entry is nice. I am curious about the API overhead here. For example if I run two separate passes using bare WebGPU I could use a single command encoder. Would two function calls here result in two command encoders? Another question - fr…
WebGPU main pain point is forcing everyone to rewrite their shaders, no wonder most Web native game engines are going the shading language abstraction route, when only Chrome does WebGPU on desktop, and it isn't even an option on mobile years to come. Thus cross API WebGL / WebGPU shading middleware is needed.
Show HN: Shadeup – A language that makes WebGPU easier
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Re: Show HN: Shadeup – A language that makes WebGPU easier
#12Re: Show HN: Shadeup – A language that makes WebGPU easier
#13Looking through the examples on your website does give me some ideas though, I might try and adopt some of them myself.
Re: Show HN: Shadeup – A language that makes WebGPU easier
#14This is interesting, I'm working on something similar but I'm starting from an existing gpu language and working my way backwards to add more support and allow for efficient cpu side execution. It's more geared as a game engine language to support both the game script (allowing easy parallelization) and the rendering side of things (as it's already a gpu language). Mine is currently more geared towards vulkan though.…
I'd love to learn more about what you're working on as I've been wanting to integrate shadeup with existing game engines like unreal/unity but realizing it would be a massive undertaking.
Re: Show HN: Shadeup – A language that makes WebGPU easier
#15This is interesting, I'm working on something similar but I'm starting from an existing gpu language and working my way backwards to add more support and allow for efficient cpu side execution. It's more geared as a game engine language to support both the game script (allowing easy parallelization) and the rendering side of things (as it's already a gpu language). Mine is currently more geared towards vulkan though.…
Your project sounds interesting as well. Do you have a social channel or GitHub for this project? Or is there something I can follow to be updated when you release it? I'd love to learn more about what you're working on as I've been wanting to integrate shadeup with existing game engines like unreal/unity but realizing it would be a massive undertaking.
Re: Show HN: Shadeup – A language that makes WebGPU easier
#16Shadeup is also pretty useful for unreal engine. Use of compute shaders is very cryptic in UE5, and shadeup makes it more accessible.
Re: Show HN: Shadeup – A language that makes WebGPU easier
#17Earlier quoted context omitted.
Your project sounds interesting as well. Do you have a social channel or GitHub for this project? Or is there something I can follow to be updated when you release it? I'd love to learn more about what you're working on as I've been wanting to integrate shadeup with existing game engines like unreal/unity but realizing it would be a massive undertaking.
My startup has been working on WebGPU support for Unreal Engine 5 for the past several years, and we've already achieved multiple demos that will be going live relatively soon.
Re: Show HN: Shadeup – A language that makes WebGPU easier
#18Earlier quoted context omitted.
WebGPU main pain point is forcing everyone to rewrite their shaders, no wonder most Web native game engines are going the shading language abstraction route, when only Chrome does WebGPU on desktop, and it isn't even an option on mobile years to come. Thus cross API WebGL / WebGPU shading middleware is needed.
wgpu is a nice implementation of webgpu for native rust applications on desktop.
WebGPU/WebGL are like JavaScript, something that we have to put up with, because on the browser there is no other alternative.
No need to constrain ourselves to the browser limitations when there are other options.
Re: Show HN: Shadeup – A language that makes WebGPU easier
#19This is interesting, I'm working on something similar but I'm starting from an existing gpu language and working my way backwards to add more support and allow for efficient cpu side execution. It's more geared as a game engine language to support both the game script (allowing easy parallelization) and the rendering side of things (as it's already a gpu language). Mine is currently more geared towards vulkan though.…
Your project sounds interesting as well. Do you have a social channel or GitHub for this project? Or is there something I can follow to be updated when you release it? I'd love to learn more about what you're working on as I've been wanting to integrate shadeup with existing game engines like unreal/unity but realizing it would be a massive undertaking.
I don't currently have plans to integrate with an existing game engine, just my own. I have however considered in the past integrating with Godot, so that would be my first target if I do ever attempt it.
I also was assuming no one would use my project professionally so the idea was to be a superset of glsl so any glsl code could be pasted into a script and be compiled without any modifications. That would aid in debugging gpu code in an actual debugger without needing to rewrite it.
Once all the paper work is finished additional updates should start rolling out again since it would just be reviewing the new changes not everything again. Hope your expectations are in line, I'm not trying to under or over sell my project. I was just wanted to fix my own gripes with the projects of the time.