WebGL Water is from 2010. Interestingly the author went on to make esbuild. Also one of my favorite utilities "diskitude" (just because it's 10 kb, not necessarily because it's the best disk analyzer).
Smoke does 2D Navier-Stokes optionally as a wallpaper or a screensaver. There are current mobile apps that work as wallpapers.
ProjectM is an open source MilkDrop implementation, which supports input [audio] waveforms for music data visualization; IIRC it's already ported to WebGL but not yet WebGPU.
IDK how slow Navier-Stokes or Gross-Pitaevski would be in WASM with WebGL and or WebGPU
Yeah WebGPU doesn't work on mobile for the moment. https://caniuse.com/webgpu
Also the simulation can be done on CPU, but the rendering in always done in WebGPU, so you need it anyways
I thought Apple came up w/ WebGPU, and also that it had worked on iPhones in the past..? Maybe I misremembered. Caniuse shows it as red /unsupported in iOS, and further searching led me to this huge list of webgl bugs in webkit:
https://bugs.webkit.org/buglist.cgi?bug_status=__open__&comp...
Apple made a proposal for WebGPU that was kind of WebMetal with a dialect of HLSL. The final WebGPU standard has little in common and is not supported by Safari yet. My belief is that a big part of Apple's reason for proposing a new standard at all was to force a venue change to W3C instead of Khronos, due to legal disputes they had (maybe still have?) with Nvidia.
Apple also created the OpenCL standard; they love nothing more than setting up cross vendor standards to fail. I absolutely hate them for that one in particular.
Actually the blame lies on Khronos side, alongside Google, Intel and AMD ineptude to do anything of value with OpenCL.
For a very long time Apple's platforms were the only ones with a proper OpenCL support, until they gave up and went their own merry way, without Khronos politics.
> For a very long time Apple's platforms were the only ones with a proper OpenCL support
I'm curious about this, since I never had a problem with OpenCL on Intel, AMD, Nvidia and am pretty sure I did with Apple in the beginning. Shipping two commercial OpenCL apps since 2010 (and they still work excellently on all of them).
Yeah WebGPU is very new and still not finished.
It's apparently not supported by Safari.
https://caniuse.com/webgpu
I don't know if it's working on chrome on MacOS ?
I love these simulations, they're beautiful. Anyone else find that WebGPU is always glitchy for them? I must have tried the tech on countless different laptops now. But there's always problems with it like: latency, tearing, flicking, crashes. Is the tech just very unstable?
IIRC it was delayed multiple times. I think the first intent to ship from chrome was before 100 but they kept pushing it off. Firefox still does not support it. There are projects like wgpu[0] that provide a higher level API for WebGPU and I have used some projects using it with no issues. WFIW I didn't see any issue with OP's demo either.