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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.