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WebGPU has a (mostly) standardized C API: https://github.com/webgpu-native/webgpu-headers


wgpu supports WebGPU: https://github.com/gfx-rs/wgpu :

> While WebGPU does not support any shading language other than WGSL, we will automatically convert your non-WGSL shaders if you're running on WebGPU.


That’s just for the shading language


The Rust wgpu project has an alternative C API which is identical (or at least closely matches, I haven't looked in detail at it yet) the official webgpu.h header. For instance all examples in here are written in C:

https://github.com/gfx-rs/wgpu-native/tree/trunk/examples

There's definitely also people using wgpu from Zig via the C bindings.


I found:

shlomnissan/sdl-wasm: https://github.com/shlomnissan/sdl-wasm :

> A simple example of compiling C/SDL to WebAssembly and binding it to an HTML5 canvas.

erik-larsen/emscripten-sdl2-ogles2: https://github.com/erik-larsen/emscripten-sdl2-ogles2 :

> C++/SDL2/OpenGLES2 samples running in the browser via Emscripten

IDK how much work there is to migrate these to SDL3?

Are there WASM compilation advantages to SDL3 vs SDL2?


As someone with diagnosed & medicated ADHD, it genuinely, truly affects my every day life. After medication, I remember thinking “oh, this is how normal people’s brains work”. I’ve been playing most of my life on hard mode. I won’t debate whether it’s over-diagnosed, but it’s 100% a real thing and it’s incredibly discouraging to see people dismiss it.




Think about how much worse PDF exploits would be if they did!


OpenGL still works on the M1 (Apple designed their own GL-over-Metal driver), albeit with the OpenGL version limitations from modern macOS in general. Vulkan works over MoltenVK.

Other than old games, I'm not sure why 64-bit only is an issue.

I've not hit any Docker-on-macOS issues with what I've used it for, at least.


Is MoltenVK usable right now? I was under the impression that it's a loooooooong ways behind DXVK in it's current state.


I've seen plenty of projects that use MoltenVK as a drop-in backend for macOS. It seems complete enough for general use, but I haven't used it directly so I'm not sure what's missing.


Metal is by far a much friendlier API than Vulkan. Its approach with opt-in complexity is arguably the correct one. (Ever tried writing a Vulkan "Hello triangle" from scratch?)

It's also gaining some nice features that are usable out of the gate, rather than waiting on Vulkan extension standardization and adoption. It simply makes the most sense for Apple.


> Metal is by far a much friendlier API than Vulkan

Sure, but that was hardly the point of Vulkan in the first place. The point is to have cross-platform 3D grahipcs, but since Apple never gave a shit about anything cross-platform, they chose to write their own stuff.

And if they actually did care, they could have modeled the same API as they have with Metal, but over Vulkan, so the engine is the same but the API is "much friendlier".

It simply makes the most business sense for Apple, but as is tradition, the whole software ecosystem is worse off because of their choices.


Well you can use Vulkan over Metal with MoltenVK, so that point is a bit moot.

Opinion time: WebGPU will become the standard graphics API to target for cross-platform. gfx-rs/wgpu already works over Vulkan/Metal/D3D12/D3D11/OpenGL/WebGL & WebGPU in browsers. Much better than simply Vulkan, unless performance is your primary sticking point.


First they have to sort out what that frankenstein merge of C++, HLSL and Rust named WGSL is supposed to look like.


How is the point of Apple pushing Metal instead of Vulkan when the change request submitted to Blender is not using the MoltenVK stuff you're talking about? If anything it proves my point


You're still at the mercy of Apple giving you a valid (and revokable) app development certificate. Apps installed with a development certificate expire after a certain number of days. There's also a limit to the number of devices you can use with a development certificate.

There are enterprise distribution certificates that don't have these restrictions, but using them to distribute apps outside of the company will end up getting it revoked. (Like what happened with Facebook)


14 days for free accounts, no limit on Developer accounts.


With my ios use of free account I got 7 days until the app stopped working


You are not really at mercy, they are selling them to whoever pays the 100$. A bit more limited version is free of charge.

As for the distribution, you can distribute your App open-source and let your users compile and install it themselves.

Yes yes, it's not like what we have on the PC's but the situation is definitely not "you cannot install apps that Apple has not approved".

The reality is this: You cannot mass distribute proprietary App's that Apple has not approved.


> As for the distribution, you can distribute your App open-source and let your users compile and install it themselves.

Because non-technical users will surely do that.

> The reality is this: You cannot mass distribute proprietary App's that Apple has not approved.

I feel this is the only point relevant to this post.

Yes, you can invite your developer friends to try out the app you wrote yourself. But if you actually want to make money from it, you need Apple's approval.


There's an entire ecosystem that surrounds sideloading apps that are not in the app store. They're not all developers or technically inclined people, it's a very easy thing to do and can be done on any OS. Developers can distribute an IPA that isn't valid for your device, and you use an extremely simple GUI tool (Cydia Impactor) to resign, repackage, and install all in a few steps. You don't need to be a technical user to do this. You just sign in with your Apple ID in the app (or any Apple ID, it just needs to be in the program as a free or paid account).


Or if the site was usable on mobile.


Rather tell this to the vendor of your preferred mobile browser.


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