I Know this is out of this forum but I want to know the differences between Babylon vs playcanvas ,
I checked babylon and playcanvas,Playcanvas seems more close to unity in term of interface which is awesome as I am a unity user
Can you list me more differences .
I tried to use babylon but damn its so tough !!
Any other reasons why would you choose .playcanvas over babylon and what are major differences between these two??
and do playcanvas would update as world is moving towards webGPU from Webgl??
Yes, we’re already working on WebGPU … lots of things are working already, see some videos of them here
opened 02:58PM - 04 Feb 22 UTC
feature request
area: graphics
This is the root ticket of WebGPU Implementation, and will be updated regularly … to keep it up to date with new issues to work on and the work done.
https://user-images.githubusercontent.com/59932779/203333981-3d77fc58-5e5a-4b00-add1-8ab5a3991c84.mov
https://user-images.githubusercontent.com/59932779/205290862-22eff1fd-53d9-4336-815e-5f7311b923d5.mov
https://user-images.githubusercontent.com/59932779/205290893-555888b4-74d2-4b6d-a963-1e0a86daea12.mov
https://user-images.githubusercontent.com/59932779/205292264-df0cbadc-3fb7-4255-89d5-a0b3de03e0af.mov
https://user-images.githubusercontent.com/59932779/205909226-d3d90aa0-c118-49f7-be0e-b56576a5235c.mov
**Class layout overview**
- graphics folder will have two subfolders created for respective implementations: `/webgl`, `/webgpu`
- existing `GraphicsDevice` class will be platform independent, and `WebglGraphicsDevice` and `WebgpuGraphicsDevice` will extend it to implement platform specific implementations.
- other graphic classes, such as VertexBuffer, IndexBuffer and similar will be split into 3 classes as well, and this is the example structure:
```
// base platform independent class
class VertexBuffer {
impl = null; // platform dependent implementation (WebglVertexBuffer or WebgpuVertexBuffer)
};
```
**Refactorings**
The engine will undergo extensive refactoring, to more natively and with better performance support WebGPU API.
Issues:
- General
#4261
#2254
#4281
#4271
PRs:
- General
#3982
#4009
#4010
#4014
#4013
#4086
#4127
- Uniform buffer / bind group support:
#4156
#4258
#4387
#4394
#4402
#4410
#4497
#4568
#4575
- Render Passes
#4272
#4317
#4328
- WebGPU implementation
#4534
#4818
#4872 4872
### Partial list of missing features:
- support for grab pass of multi-sampled depth buffer (only sing-esampled is support). Details: https://github.com/playcanvas/engine/pull/4906
- rendering to cube-map render target (both color and depth) does not support multisampling, and might be upside down, related to https://github.com/playcanvas/engine/pull/4911