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OpenGL to WASM, learning from my mistakes

uds5501.github.io

11–20 of 28 posts

Re: OpenGL to WASM, learning from my mistakes

#13

This is a very confusing article that doesn’t make much sense to me. The authors runs into performance limits on their laptop and states > maybe it’s time to port this to the web and not my machine be a blocker for the demo. So their solution is to port from C++ and OpenGL to WASM and WebGL. Last I checked WASM and WebGL all ran on the local machine, how on earth would porting to WebGL and WASM allow the author to ma…

Not only that, but the "lessons" learned here don't seem to have anything to do with the specific fact its an emscripten port anyway, just like general webgl troubleshooting.

To be fair, its very explicit that this isn't really a typical writeup. The whole article is apparently just about giving you answers that the AI didn't give them:

> I believe anyone can learn this tech with the presence of resource and LLMs, however, It’s worth to mention the mistakes that your cursor IDE might not be able to figure out after a while of composition to and fro.

Re: OpenGL to WASM, learning from my mistakes

#17
I didn't get the point of the article (it starts saying that there were some performance limitations, not mentioning exact what, then something about porting, then some debugging of basic API calls), plus the page is non-responsive at times from the included demo I assume.

Re: OpenGL to WASM, learning from my mistakes

#18
post #14

Tangential question for c++ devs: How would this even compile before the author fixed the Sphere* typo in the vector?

It really won't. The only reason I could think of is if there were a Sphere(Sphere*) constructor, which would be weird, and is also not the case [1]. There is also no reason to use a vector since Sphere is not part of an inheritance tree; a vector would've done just fine removing the calls to 'new' in that blog post.

Overall, I think this post is on the low end of the quality spectrum. I think the author is a bit confused about things, like they've been doing JS and picked up C++ only recently. Nothing bad about it, but I would do some more reading before posting much of anything.

[1] https://github.com/uds5501/multiple-spheres/blob/master/incl...

Re: OpenGL to WASM, learning from my mistakes

#19

This is a very confusing article that doesn’t make much sense to me. The authors runs into performance limits on their laptop and states > maybe it’s time to port this to the web and not my machine be a blocker for the demo. So their solution is to port from C++ and OpenGL to WASM and WebGL. Last I checked WASM and WebGL all ran on the local machine, how on earth would porting to WebGL and WASM allow the author to ma…

Not only that, but the "lessons" learned here don't seem to have anything to do with the specific fact its an emscripten port anyway, just like general webgl troubleshooting. To be fair, its very explicit that this isn't really a typical writeup. The whole article is apparently just about giving you answers that the AI didn't give them: > I believe anyone can learn this tech with the presence of resource and LLMs, ho…

As soon as I read that line I stopped reading, I really don't care what mistakes an AI made - it doesn't understand what it's doing so the mistakes are arbitrary, and relate more to it's inability to understand anything than some fundamental difficulty in the topic.

Just look at the mistakes in the article: an off-by-one error with the lines of code for rendering, and a pointer bug that prevents the program from compiling. These are the kinds of mistakes you make in your first few weeks of programming, and don't have much to do with the underlying topic of rendering with a GPU - it could have just as easily been written about implementing a database, implementing an operating system: anything of sufficient complexity.

Not to begrudge the author but this shows more about his faith in AI than anything related to GPU rendering.

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