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WebAssembly programming is simply easier than GPU programming.

My game here [0] 6 years ago uses WebAssembly with a Finite Difference approach for the fluid part. Nowadays, fixed-width SIMD [1] is standardized and supported in the browser. But I don't now any website using it.

I have tried porting it to WebGPU. It is much more complicated and only Chrome supports it right now. To get fluid simulation working via the older standard WebGL is more like a hack.

[0| https://github.com/s-macke/Interplanetary-Postal-Service

[1] https://github.com/WebAssembly/simd/blob/master/proposals/si...



https://wgpu.rs can emulate newer APIs on WebGL2. It's really nice to work with.




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