{"repo":"doodlewind/beam","free":true,"listed":false,"github":"https://github.com/doodlewind/beam","clone":"git clone https://github.com/doodlewind/beam.git","description":"✨ Expressive WebGPU","language":"TypeScript","stars":528,"topics":["renderer","graphics","pbr","image-processing","3d","particles","frontend","shadow-mapping","library","webgpu"],"license":null,"category":"media-processing","readme_excerpt":"Beam Expressive WebGPU — a tiny, teachable WebGPU library. beam-gpu keeps Beam's \"make data, then draw it\" aesthetic while honestly exposing WebGPU's real model — every Beam verb maps 1:1 to a real WebGPU call, and every handle exposes its raw object. What is Beam? Beam is not a renderer or a 3D engine. It's a small, honest wrapper over the WebGPU API that gives you a terse, schema-driven way to build renderers — with first-class TypeScript types and hand-authored WGSL shaders that Beam never rewrites. The whole surface is five nouns and two verbs : Noun Wraps ----------------- ------------------------------------------- Beam (device) GPUAdapter + GPUDevice + canvas context Pipeline GPURenderPipeline + derived layouts resources persistent GPUBuffer / GPUTexture / sampler Bindings the data you hand one draw (→ GPUBindGroup ) Pass / Target a render pass / render-to-texture attachment …and the verbs frame(cb) (open the per-frame encoder, run draws, submit) and draw(pipeline, bindings) . Hello, triangle See DESIGN.md for the full design rationale, and packages/beam/reference-api.d.ts for the complete public type surface. Requirements A WebGPU-capable browser (Chrome/Edge 113+, Safari 18+, recent Firefox). This repository (monorepo) Develop Install License MIT © Yifeng Wang","default_branch":null,"files":null,"tree":[],"storefront":"/r/doodlewind","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/doodlewind/beam/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}