5 comments

  • Nooshu 15 hours ago
    This is really cool, I've recently been vibe coding a 2D Fractal Renderer, mainly for experimentation on what modern API's in the browser can do! I plan to write a blog post all about it “soon”. For anyone interested, you can find it here: https://fractals.world/
  • tigranbs 19 hours ago
    Nice! I am surprised that the JS compressed chunks are not that big. I have checked, and the largest is ~340Kb, which is even smaller than a regular Next.js starter kit home page.

    Traditionally, we have a ton of components for 2D UI, but the UX still sucks for the most part. I am not even sure what it will look like to create the 3D UX for anything other than the Games. For example, nobody uses Unity for desktop or mobile apps, because the freedom of a 3D environment isn't suited to regular UI tasks.

  • frankhsu 5 days ago
    A really cool experiment! And also a very interesting visualization tool.

    Vibe Coding is very convenient for creating this kind of content, especially in Gemini 3 Pro mode.

    I think you could have the Agent add some color adjustment sliders to the tool, and then add a "Download" button so that others can export the content from the canvas with one click.

  • thih9 4 days ago
    Note: webgpu in Safari Mobile requires ios 26[1].

    Sharing this in case others are waiting with this update like me.

    [1]: https://github.com/gpuweb/gpuweb/wiki/Implementation-Status#...

    • tetris11 4 hours ago
      For Firefox/Fennec on Android, you need to enable `gfx.webgpu.ignore-blocklist` in about:config

      Edit: oh, same link as above

    • rectalogic 4 days ago
      You can enable it in iOS 18 https://enablegpu.com/guides/ios/
    • fulafel 19 hours ago
      Seems 2026 could be the year of general cross platform availability in Chrome & FF.
    • eps 4 days ago
      Not worth it. iOS 26 is horrible Ui-wise.
  • FarhadG 4 days ago
    Very cool and thanks for sharing. As you explore more cool experiments with WebGPU, be sure to submit the ones that would be a good feature to WebGL.com / WebGPU.com