Yeah, not surprising this guy went on to build Figma! Super cool
[1] https://medium.com/figma-design/rust-in-production-at-figma-...
[2] https://medium.com/figma-design/webassembly-cut-figmas-load-...
Now, my phone's integrated graphics can run it very smoothly. Moore's law at play.
Although a friend of mine ran it on an integrated intel GPU recently and it performed great.
... this is amazing!
I can't wait to dig in and figure out how to add effects like this over my 2d content!
This demo requires a decent graphics card and up-to-date drivers. If you can't run the demo, you can still see it on YouTube.
Interactions: Draw on the water to make ripples Drag the background to rotate the camera Press SPACEBAR to pause and unpause Drag the sphere to move it around Press the L key to set the light direction Press the G key to toggle gravity Features: Raytraced reflections and refractions Analytic ambient occlusion Heightfield water simulation * Soft shadows Caustics (see this for details) * * requires the OES_texture_float extension * requires the OES_standard_derivatives extension" on Android Chrome.
Makes you wonder how long it takes that WebGPU reaches the same status.
Using - Chrome 136.0.7103.87 Android 15;
'Uncaught Error: This demo requires the OES_texture_float extension'
Ironically Chrome was also the only browser that supported it without beta flags, looks like their mobile version never caught up.
Something I noticed is that you can’t make perturbations on the surface of the water by rapidly moving the ball beneath the water.
Don’t have time to dig into the sim to know why, but that is a monitor flaw.
Later edit: ah, looks like rendering was the focus not sim, per the maker’s website.
Why?