jasmcole
Here's one of my old blog posts where I do the derivation:
WebGPU simulation of a magnetic table clamp
The cool thing about the speed of WebGPU is that you can drag things around and watch changes in real-time, even if you have to average lots of simulation steps per rendered frame.
You absolutely could do this using WebGL2 compute shaders too, but I thought it would be fun to try this newer API.
WebGPU-Based WiFi Simulator
Shameless plug - I've become a better engineer since then, and if you'd like to work with me check out this role I'm hiring for:
https://jobs.ashbyhq.com/count/d49bdc38-96ea-4dbd-9ab5-ae4f5...
https://count.co/product/data-modeling/
and associated blog post:
https://count.co/blog/how-we-made-data-modeling-multiplayer/
Show HN: Multiplayer Data Modeling
https://count.co/blog/how-we-made-data-modeling-multiplayer/
Hi HN, after seeing a lot of data engineering discussion here I thought it would be interesting to share a new feature I've been working on at Count (https://count.co).We've made possible to import and execute dbt models, compiling them on the fly with a custom compiler, and view results alongside other collaborators in real time.We built this because we heard feedback from our customers that...
A SQL Christmas Tree
When we wrote the instanced WebGL line renderer for https://count.co one of the tricky parts was switching between mitre and bevel joins based on the join angle - for very acute angles the mitre join shoots off to infinity.
Another nice extension (that we are yet to implement) is anti-aliasing, but I think that requires extra geometry to vary the opacity over.