Can we use a System One model in the browser? I tested Laya, an open Jev alternative:
• 330–480 MB first load, then 2–5 s
• ~0.4 s per call on CPU, 0.13–0.21 s on GPU
• 7–14× slower in background Chrome tabs

Can we use a System One model in the browser? I tested Laya, an open Jev alternative:
• 330–480 MB first load, then 2–5 s
• ~0.4 s per call on CPU, 0.13–0.21 s on GPU
• 7–14× slower in background Chrome tabs
ブラウザでローカルAIを動かしている人に聞きたいです!!💻 Hugging Faceがブラウザで高速にAIを動かす「207 WebGPU Kernels」を公開しましたね✨ブラウザ上でAIをサクサク動かす環境、皆さんならどんなことに使ってみたいですか?🤔 「こんな作業に試してみたい」というアイデアを、一言で気軽に教えてください!👇 #WebGPU
Dev Diary 4, 'Understory'. What good is procedurally generated planet with nothing in it? The logical first step seemed to be vegetation and rocks. So looked at how to create those systems in the game as well as a tool that generates the art assets themselves #webgpu #typescript
Killing the act itself is wrong, this is empirical proof of what a 23yr tradesman could do with some time, a little trauma, and hope that the next generation can learn from our mistakes.
#solodev #BuildinPublic #webgpu #html #offline
Announcing Jeyzma: Jev in your browser written in @golang.org with yzma and WebAssembly. Ask a System One model a typed question and get a decision. No server, no API key, no data leaves your machine. WebGPU acceleration too!
Need to make a decision? Try Jeyzma! Like Jev in your browser written in Go with WebGPU support.
Face Kaleidoscope ✨
I made an interactive face-tracking kaleidoscope with three.js, TSL and MediaPipe. Your face becomes the center of the effect, surrounded by colorful glowing confetti.
Demo: novogrammer.github.io/kaleidoscope...
⚠️ Contains bright lights and flashing imagery.
#threejs #WebGPU #HDR
🌴Milestone 'Understory' is complete! Video to follow in the next couple days. Hard work, long hours, but I'm really proud of how this is coming along 🌴 #GameDev #WebGPU #NaturalHistory
Multichannel rendering in Kiln v0.4.1 beta.
This is a fruit fly brain. Unlike the ones currently all over your feed, it doesn't play Beat Saber.
It just sits there, streamed from OME-Zarr in native WebGPU and rendered at full 16-bit precision across four fluorescence channels.
#OME-Zarr #WebGPU
Nine months on one game engine. 320×200, 256 colors. Still no game.
I wrote about why I built BLIT386 anyway, and why the constraints that make it fun to use are the same ones keeping it from rotting.
Happy to share one of my first full-fledged web apps: willofindie.com/three/hashin...
Do let me know your thoughts and any points of improvement that could make this app even more wonderful.
Maybe I’ll try to add animations next.
Want to write simpler & faster tests your #WebGPU or #WebGL code in @vitest.dev? I've created two Vitest environments just for you! github.com/bhouston/vit...
ブラウザ上でコーネルボックスを自由に調整して
WebGPUでリアルタイムにパストレーシングできる
無料Webアプリ
「Cornell Box Lab v1.0 Beta」公開!
もともと vgpuを使った
バイブコーディングの実験として作り始めたもので
公開練習も兼ねて形にしてみました
cornellbox.3dnchu.com