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tsherif
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Space-Shooter.c Ported to WebAssembly/Emscripten
(tsherif.github.io)
2 points
by
tsherif
4y ago
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0 comments
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by
tsherif
5y ago
Thank you!
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by
tsherif
5y ago
Thank you!
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tsherif
5y ago
Thanks! Nothing against SDL. It's a great library, and I referenced its source code a lot while writing the platform layers. But I did find it incredibly satisfying to write everything myself. If you do ever decide to take a crack at i
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by
tsherif
5y ago
Thanks for the tip! I'll try to figure out if something similar is happening on either of the machines I'm using. That's a bummer that an in-place update function would be allocating behind the scenes...
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by
tsherif
5y ago
Thanks! My first child was born last year, and I started a new job 3 months earlier, so time was definitely not an abundant resource! But between the stress of all that and the pandemic, I found squeezing in an hour or two for this project
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by
tsherif
5y ago
Ack! Right I hadn't thought of that. I'll have to decide if I'm ok with breaking the "written in standard C" constraint on this project...
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tsherif
5y ago
Thanks! I definitely tried to focus on only using as much abstraction as was actually helpful in getting it to work the way I wanted it to.
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tsherif
5y ago
Sweet, thanks for sharing! I'll definitely take a look.
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by
tsherif
5y ago
Thanks! This was a revelation for me on a few levels: 1. That memory management doesn't have to be scary with a little forethought, at least for programs where you can set a reasonable upper bound on the resource requirements. 2. That
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by
tsherif
5y ago
> i even found out that a call like glBufferSubData will call malloc or related functions. so doing that on each frame seems to be a bad idea as well. That's interesting and not what I'd expect at all! Is there documentation yo
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tsherif
5y ago
Hadn't seen this before, but that's a flattering comparison. Thanks!
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tsherif
5y ago
That's an interesting idea. Probably won't change the format for this project, but something I might consider in future ones. Thanks for the tip!
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tsherif
5y ago
In a sense, I did use SDL. The source code of SDL, along with GLFW and Sokol, were my primary references when writing the platform layers.
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tsherif
5y ago
For now, it's Windows/Linux only. I hope to write a Mac platform layer eventually. I just don't currently have a Mac machine to work on...
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by
tsherif
5y ago
Thanks! If you go through the architecture doc (which I'm almost done writing), you'll find links to most of the references I used: https://github.com/tsherif/space-shooter.c/blob/master/ARCHI..
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Simple OpenGL Loader: A cross-platform, (almost) single-file C/C++ OpenGL loader
(github.com)
2 points
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tsherif
6y ago
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0 comments
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Tesseract Explorer: Explore a 4-dimensional tesseract in WebGL
(tsherif.github.io)
1 points
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tsherif
6y ago
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0 comments
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Mercator-gl: A tiny library for GLSL web mercator projections
(tsherif.github.io)
1 points
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tsherif
6y ago
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0 comments
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WebGPU Examples: Small Examples of SPIR-V Compatible WebGPU Usage
(github.com)
2 points
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tsherif
7y ago
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0 comments
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Glcheck: A testing framework for WebGL 1 and 2 applications
(github.com)
2 points
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tsherif
7y ago
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0 comments
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WebGL 2 Development with PicoGL.js
(tsherif.wordpress.com)
2 points
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tsherif
9y ago
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0 comments
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by
tsherif
9y ago
Yeah, I was fiddling with the parameters until I found something I kind of liked. A couple of important factors: 1. Stiffness of the cloth depends on the number of particles vs. the number of iterations you do to resolve the constraints (ma
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tsherif
9y ago
Totally! And it's still crazy to me that you can just send out a link to share this kind of thing with people.
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tsherif
9y ago
Yeah, for sure. Not doing any self-collision detection. If you know of any good references for how to that on the GPU, I'll give it a shot.
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tsherif
9y ago
The basic system is pretty simple: just make sure the points you're tracking on the cloth don't move further than a certain distance away from each other. Doing it on the GPU is a bit tricky because you have to know which constrai
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tsherif
9y ago
It looks like this might be an issue with Apple's AMD driver, since everyone who's having problems seems to be on Mac/AMD setup. I'll look into this when I get my hands on a machine to test on.
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tsherif
9y ago
Transform feedback is great, but I'm not actually using it for this because I need access to adjacent positions in the grid. I'm using float textures to store the positions and normals.
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WebGL 2 Interactive GPU Cloth Simulation
(tsherif.github.io)
84 points
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tsherif
9y ago
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61 comments
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PicoGL.js: A minimal, WebGL 2-only rendering library
(tsherif.github.io)
2 points
by
tsherif
9y ago
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0 comments
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