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> The latter renders using the same graphics libraries used on Android and IOS

That's annoying. I was hoping WASM would be a way to break out of the js/java/swift/ObjC stranglehold, not another baton to enforce such tyranny. It would be cool if they were targeting toolkits like QT instead.



What does one have to do with the other though? You can use any programming language where the compiler supports WASM output, and any cross-platform graphics library that also has a (Web)GL or WebGPU backend.

(also not sure how Qt fits in here, but it also has WASM support: https://www.qt.io/qt-examples-for-webassembly, but IMHO Qt is way too bloated for this sort of thing)

In the end, WASM running in browsers can only use browser features that are also available to Javascript, e.g. for rendering that would be canvas-2d, WebGL, WebGPU or the DOM). But at least WebGL and WebGPU are close enough to similar native 3D APIs that you can share some code between native ports and WASM running in browsers - but it still makes sense to use a higher level graphics libraries which abstracts over the 3D-API differences, or alternatively use wgpu.rs or libdawn in the native versions (which are the standalone native WebGPU libraries used by Firefox and Chrome).


QT makes more sense with languages like C++ or languages that don't have their own UI frameworks. The whole point of running something like C# and Kotlin is using the frameworks common for those languages.




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