[x3d-public] Note: WebGPU available major browsers
John Carlson
yottzumm at gmail.com
Tue Jan 6 16:05:32 PST 2026
https://web.dev/blog/webgpu-supported-major-browsers
"A growing ecosystem
You don't have to start from scratch to use WebGPU! The libraries you love
already support WebGPU:
- Babylon.js <https://doc.babylonjs.com/setup/support/webGPU>
- PlayCanvas
<https://blog.playcanvas.com/build-webgpu-apps-today-with-playcanvas/>
- ONNX Runtime <https://onnxruntime.ai/docs/tutorials/web/ep-webgpu.html>
- React Native <https://github.com/wcandillon/react-native-webgpu>
- Three.js <https://threejs.org/examples/?q=webgpu>
- Transformers.js <https://huggingface.co/blog/transformersjs-v3>
- TypeGPU <https://docs.swmansion.com/TypeGPU/>
- Unity
<https://docs.unity3d.com/6000.3/Documentation/Manual/WebGPU.html>
Plus, the underlying engines—Dawn <https://dawn.googlesource.com/dawn>
(Chromium)
and wgpu <https://github.com/gfx-rs/wgpu> (Firefox)—are standalone,
portable packages. They simplify cross-platform development, making it
incredibly straightforward to bring platform-specific GPU apps over to the
web by using Wasm <https://webassembly.org/> and tools like emscripten
<https://emscripten.org/> and Rust web-sys
<https://docs.rs/web-sys/latest/web_sys/>."
Probably the best thing right now is to try to get x3dom apps working in
React Native (and React!)
I already have a simple cube working in React and X3DOM, see:
https://github.com/coderextreme/contactsapp
How is X3D support in Unity going?
What I'm going to try to do is upgrade my PlayCanvas OpenGL shaders to WGSL
next. I hope they work!
Well...playcanvas WebGPU is in beta. I tested my WebGL 1.0 shader, and it
worked, then I tried to shift to WebGPU still using WebGL. Bam!
[image: image.png]
A apparently, the PlayCanvas WGSL JavaScript interface is not well
documented yet! It seems like they are collapsing vertex/fragment shader
pairs into one structure per pair, and putting WGSL and GLSL together.
RayGPU, a Vulkan/WebGPU/dawn lightweight 2D/3D engine written in C/C++
based on raylib is advancing well, with a strategy like this
https://manuel5975p.github.io/rgdoc/ Note that this can be difficult to
compile! I found using Visual Studio 2026’s cmake and ninja useful! I may
translate some Nim programs to C/C++. Waiting on Pascal and Nim
bindings! I haven’t gotten my WGSL shaders working anywhere yet, but I did
get them converted from GLSL using glslValidator and tint. Naga and
spirv-cross (?) didn’t work to translate SPIR-V to wgsl. I would translate
GLSL to WGSL with AI/LLM, or you can modify my program.
This is all on Windows 11.
The following have not been researched:
Possibility for a new Java renderer for Xj3D:
https://github.com/MyWorldLLC/webgpu-java probably port a higher level
package on top of this!
Shaders in TypeScript!
https://github.com/software-mansion/TypeGPU
<https://github.com/software-mansion/TypeGPU?tab=readme-ov-file#projects-using-typegpu>
Outputs
WebGpu! But probably Babylon.js is preferred.
While one may consider Three.Js, it’s not fully typescript, and works well
with react.
I can se how tools like X_ITE might be hesitant to adopt WebGPU, likely due
to differences in Shader interfaces. AFAIK, GLSL is available in WebGPU.
All for now.
John
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