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The only reason I like WebGL and WebGPU is that they are the only 3D APIs where major players take managed language runtimes into consideration, because they can't do otherwise.

Had WebAssembly already been there without being forced to go through JavaScript for Web APIs, and most likely they would be C APIs where everyone and their dog are writing bindings insteads.

Now, it is pretty much a ChromeOS only API still, and only available across macOS, Android and Windows.

Safari and Firefox have it as preview, and who knows when it will ever it stable at a scale that doesn't require "Works best on Chrome" banners.

Support on GNU/Linux, even from Chrome, is pretty much not there, at least for something to use in production.

And then we have the whole drama that after 15 years, there are still no usable developer tools on browsers for 3D debugging, one is forced to either guess what rendering calls are from the browser or which are from the application, GPU printf debugging, or having a native version that can be plugged into Renderdoc or similar.



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