#webgl2
You can now visualize how a color palette distributes across OKHsv, OKHsl, OKLCh and CIELab, and compare 6 distance metrics side by side. Zero dependencies, raw WebGL2.

Took me 3 years to make something I wasn't too embarrassed to share 🙃

meodai.github.io/color-palett...
March 4, 2026 at 9:40 PM
Terminal... terminal everywhere.

🌀 beamterm — High-performance WebGL2 terminal renderer for the web.

⚡ Sub-millisecond render times through GPU instancing

🦀 Written in Rust
➡️ Examples: junkdog.github.io/beamterm/
⭐ GitHub: github.com/junkdog/beam...

#rustlang #terminal #webgl2 #gpu #web
June 14, 2025 at 4:20 PM
September 27, 2026 at 2:17 AM
Happy to announce the 0.1.0 release of my Rust web framework! 🎉🦀

🐭 Ratzilla — Build terminal-themed web applications.

🌀 Now supports WebGL2 and calling JS functions!

🦀 Built with Rust, WebAssembly & @ratatui.rs

⭐ GitHub: github.com/orhun/ratzilla

#rustlang #ratatui #tui #webassembly #webgl2
June 13, 2025 at 1:56 PM
Dynamic camera + stylized pathfinding in a WebGL2 gamedev prototype from last year
September 13, 2024 at 2:09 PM
#30DayMapChallenge Day 28: Blue Planet.
Earth - Texture Mapping to a Sphere using raw #webgl2, #javascript and #glsl
#webgl #shaders
November 28, 2024 at 7:29 PM
On the plus side, we found out why everyone was Waiting for Godot. They didn't have WebGL2 configured.
July 28, 2025 at 8:22 PM
Just released the new version of my Rust web framework built on @ratatui.rs! 🐁🥳🦀

🦖 Ratzilla — Build terminal-themed web applications.

💯 Added support for mouse events, improved WebGL2 backend & more!

⭐ GitHub: github.com/orhun/ratzilla

#rustlang #ratatui #tui #web #webassembly #wasm #frontend
September 28, 2025 at 2:29 PM
As far as I understand this game is still secretly a website. WebGL2 running in an Electron-like wrapper. Easily the smoothest thing built on the web platform.
I think if there's one thing you can say very confidently about Alabaster Dawn it's that the crosscode team hasn't lost any of their talent for designing combat systems that look like a dance in motion
May 10, 2026 at 10:31 AM
Ok, new sokol-sample for Slug text rendering is out! This has been ported from this Odin sample with some quick'n'dirty improvements (most notably: batching for glyphs)

tangled.org/dosha.dev/so...

WebGL2 sample: floooh.github.io/sokol-html5/...

...and WebGPU: floooh.github.io/sokol-webgpu...
May 18, 2026 at 3:26 PM
Genuary Day 5: "Isometric Art (No vanishing points)."
Implemented with raw #webgl2 #javascript and #glsl
No external libraries.
#genuary #genuary2025 #genuary5 #webgl #creativecoding #generativeart
January 5, 2025 at 10:16 PM
I'm starting to feel like WebGL2 kind of sucks
July 24, 2025 at 5:17 AM
I made a graph visualizer for specifically analyzing (and eventually visual refactoring (hopefully))

Shows cycles, filtering, handles 60k nodes / 100k edges reasonable

rendered with WebGL2

hope someone finds it useful <3
May 16, 2026 at 7:53 PM
I usually do tiny quick sketch lines instead of solid lines (hand tremors) and the interface was super different from Procreate, but I managed to enable webgl2 and actually use a board! Wow~
#SolTavAP
September 3, 2026 at 1:19 AM
I made a prototype that runs in the browser using wasm and webgl2. do you want to see? share.emily.media/many_body_si...
June 21, 2025 at 8:15 AM
SpriteLoop 0.12.0 is now available! 🚀

This update adds animated Tint support, a new WebGL2 renderer, Empty Parts for building more flexible rigs, and Variant States for easier sprite swapping and character customization.

#SpriteLoop #animation #gamedevtools #indiedev #solodev
July 8, 2026 at 10:23 AM
December 13, 2024 at 10:45 PM
No screenshots this Saturday — just the invisible magic that makes them possible
We forked Phaser 4.0, added WebGL 2.0 — proper arrays, NPOT textures, VAOs, and more

Full write-up 👇
glitchylanterngames.itch.io/circolo/devl...

#gamedev #indiedev #phaser #WebGL2 #TypeScript #screenshotsaturday
October 4, 2025 at 2:17 PM
voltando um pouco ao OpenGL: eu portei o meu The Sims 1 skin renderer para WebGL2
February 25, 2025 at 10:52 PM
April 10, 2026 at 5:04 PM
Using WebGL2 as the backend instead fixes the problem, so I guess Apple is screwing something up?
I'm losing my mind over what I can only assume is an iOS WebGPU bug
April 26, 2026 at 1:10 PM
Servo Report Week 28 2025

Highlights from last week:

- Devtools: send error replies instead of ignoring messages
- WebGL2: support TexImage3D
- webdriver: Implement support for simple dialogs
- Add support for apng and webp animated image decoding
July 18, 2025 at 3:11 PM
I've been working on my own WebGL2/WebGPU library. I feel most libraries out there are either too heavy, lack proper types, or are too coupled to the DOM, making them incompatible with web workers. But man, this feels like one of those never-ending projects 🫠
July 15, 2025 at 3:09 PM
e esse shader de cria que eu programei para quando chunks carregam???

(WebGL2, Kotlin/JS)
September 10, 2025 at 3:01 AM