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False Earth: From WebGL Limits to a WebGPU-Driven World | Codrops

Codrops·Ming Jyun Hung·about 1 month ago
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False Earth is an interactive WebGPU project and the sequel to my first work, Drift . In Drift, an astronaut is lost in space, drifting, longing to return home. An AI-generated diary reflects his mental state — the loneliness, the depression, the memories of time spent with his family. Now, the story continues. The astronaut has landed on a new planet. It looks like Earth — there is grass, there is sky, there is ground, but it feels strange and “false.” The grass never ends. Cosmic beams fall from the sky. Flowers bloom and die in seconds. He made it somewhere. But this isn’t home. The WebGL Prototypes Before diving into False Earth , I ran two experiments to test what the browser could handle. Vertex Animation Texture (VAT) Rendering thousands of animated vertices was too heavy for the CPU. I moved the work to the GPU using instancing and VAT — a technique where animation data (positions and normals) is baked into a texture and replayed in the shader.…

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