In order to start diversifying your timeline from AI-only content, here is a video of the next @WebXREngine version.
Both showcase meshlets with hierarchical culling, roughly 32*32*130K tris, nicely frustum / LOD culled.
Running on #webgl via Wonderland Engine
Shout-out to @pezcode and @noerihuisman for creating the original meshlet PoC that is the foundation of what will be available in 1.6.0!
Crazy to think that they prototyped that during a fun offsite in Austria :)
I recently showed what we have been cooking (pun intended) at @WebXREngine: Global Illumination using Sparse Probe Volumes.
Here is a #webgl example running in Chrome!
Pretty excited to share that we worked on a Probe Volume Global Illumination feature. It will be available experimentally in @WebXREngine 1.4.
Define an area, click bake, and pouf: Get a sparse volume with low memory footprint.
Make your #webgl scenes globally illuminated ✨
David Peicho retweeted
Wonderland Engine 1.3.3 is now available! 🎉
#webgl #wasm #webxr #webgpu #webgamedev #gamedevjs #gamedev
Find the full changelog here:
wonderlandengine.com/news/re…
David Peicho retweeted
Great opportunity to give Wonderland Engine a try!
We just released Wonderland Engine 1.3.1 🎉
Download now, link below. 👇
#webxr #webgl #browsergames #webgamedev #gameengine #gamedev
I have a #rustlang library wrapping C++ code (tinybvh) using cxx. Any chance that can be used in another library compiled to WASM?
From now on, I will try to show more rust/webgpy raytracing directly on bsky, follow me there: bsky.app/profile/davidpei.bs…
Progress of the day below!
tinybvh-rs 0.1.0-beta.2 is out: github.com/DavidPeicho/tinyb…
Major bug fix for the CWBVH nodes slice.
Need to think about the refitting API before a stable release.
This library would not exist without the original tinybvh, as the name "tinybvh-rs" suggests :)
Not perfect yet, but the CWBVH traversal is finally bug free! 🎉
Will try to get tinybvh-rs 0.1.0 ASAP
CWBVH is almost fully working now, brought back the TLAS as well.
Once I am fully done with the CWBVH and tinybvh-rs make it to stable, I will finally fix those denoised colors being wrongly demodulated/remodulated.










