HackerTrans
TopNewTrendsCommentsPastAskShowJobs

dakom

no profile record

Submissions

Show HN: AwsmAudio – a WebAudio editor with native MCP

audio.awsm.fun
7 points·by dakom·27 hari yang lalu·0 comments

Show HN

2 points·by dakom·27 hari yang lalu·1 comments

Show HN: AwsmRenderer, a browser-native WebGPU renderer in Rust

dakom.github.io
3 points·by dakom·6 bulan yang lalu·5 comments

comments

dakom
·6 bulan yang lalu·discuss
How does it deal with latency? Afaict remote LLMs need seconds to process, but Tetris can move much faster..
dakom
·6 bulan yang lalu·discuss
I agree wholeheartedly. It's like the energy and motivation has to go somewhere, and talking too much is a vacuum.
dakom
·6 bulan yang lalu·discuss
I love this, simple, fun, and easy-to-read source :)

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
dakom
·6 bulan yang lalu·discuss
Yeah, I split the crates so `renderer-core` deals with the web-sys part, `renderer` is pretty much plain Rust (and wgsl with Askama templates)

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.)
dakom
·6 bulan yang lalu·discuss
Mostly because I want insight and control at a lower level, which breaks down into two different use-cases:

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
dakom
·6 bulan yang lalu·discuss
This is the culmination of a long journey — it started in TypeScript, moved through WebGL1 with Rust bindings, then WebGL2, and now finally WebGPU. Woohoo :D

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.
dakom
·9 bulan yang lalu·discuss
fwiw I'm happy to see this - been trying to tackle a hairy problem (rendering bugs) and both models fail, but:

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
dakom
·tahun lalu·discuss
Cool. Trying to understand the value-add here, how does this differ from executing via wasmtime?
dakom
·2 tahun yang lalu·discuss
Yeah, the game I linked to is in Rust/wasm, running solely in browsers :)

The interesting part of the collision detection code is here: https://github.com/dakom/not-a-game/blob/main/src/collision/...
dakom
·2 tahun yang lalu·discuss
FYI, I recently posted about a 2d game I made, here: https://news.ycombinator.com/item?id=41761517

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.
dakom
·2 tahun yang lalu·discuss
Love that book, great resource for lookup up all kinds of programming topics, whether game related or not