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WebGL Water (2010) (madebyevan.com)
ketzo 168 days ago [-]
Saw the “made by Evan Wallace” and went “huh, that sounds familiar…”

Yeah, not surprising this guy went on to build Figma! Super cool

pentagrama 168 days ago [-]
He push and work on the implementation of Rust [1] and WebAssembly [2] to the tool.

[1] https://medium.com/figma-design/rust-in-production-at-figma-...

[2] https://medium.com/figma-design/webassembly-cut-figmas-load-...

satvikpendem 168 days ago [-]
As well as esbuild. I wonder what he's doing these days since he stepped out of Figma.
timschmidt 168 days ago [-]
My Rust CAD library is based on his CSG.js: https://github.com/timschmidt/csgrs
artifact_44 168 days ago [-]
[dead]
ByteAtATime 168 days ago [-]
Back in 2010, this "require[d] a decent graphics card"

Now, my phone's integrated graphics can run it very smoothly. Moore's law at play.

qoez 168 days ago [-]
I remember this running well on a low end macbook pro back then.
ghkbrew 168 days ago [-]
Here I am running just fine on a 3 year old phone
corysama 168 days ago [-]
Everyone forgets what machines are capable of if you actually optimize. This game did everything shown here in real time on phones 14 years ago https://youtu.be/JDvPIhCd8N4
TXCSwe 167 days ago [-]
Have you heard of KKrieger? So yeah, if you optimize enough, machines can do quite cool stuff!
atiedebee 167 days ago [-]
I think KKrieger required pretty beefy specs for the time. It's a different kind of optimization they were aiming for (code size Vs execution speed)

Although a friend of mine ran it on an integrated intel GPU recently and it performed great.

throw310822 168 days ago [-]
It's running fine (not too smoothly but ok) on my 8 years old Xiaomi MI6.
moffkalast 168 days ago [-]
My old phone is running it at exactly Uncaught Error: This demo requires the OES_texture_float extension fps
chris_pie 168 days ago [-]
Same on a not-old Pixel 8
throw310822 167 days ago [-]
Works well for me even on a 50€ (fifty euro!) chinese tablet I bought a few weeks ago.
ashoeafoot 168 days ago [-]
The in suit battery driven hamdwarmer he invented it!
Exuma 168 days ago [-]
This is my most voted submission. This thing literally never gets old
larodi 168 days ago [-]
Demoscene never gets old, but why we get then so little submissions of it here? Demoscene reifies the creative-hacking culture, is it not?
a1371 168 days ago [-]
Be the change you want to see
Exuma 168 days ago [-]
Here is a trick: pause the simulation and drag the ripples back and forth really fast, it will create a "mega" wave. Then unpause and it will create a massive tsunami
quantadev 168 days ago [-]
Or pause it and click the water surface 100 times to raise up a lot of potential energy that makes a very profound wave front when it comes down when you start it.
90s_dev 168 days ago [-]
On this note, can anyone recommend basic webgl 2d effects tutorial? I have a super exciting project I'm really close to announcing, but the last step is adding some pretty Animal Well style effects via webgl2, but I know practically nothing about webgl except the very very basics that you learn from webgl2fundamentals.org. Any pointers would be appreciated.
kaesve 168 days ago [-]
I like https://thebookofshaders.com/ . It’s unfinished and I don’t think it’s been updated in years, but what’s there is pretty good
jonplackett 168 days ago [-]
I second this! Shame it’s still not finished though. I did this tutorial like 5 years ago
felipellrocha 168 days ago [-]
Webgl2fundamentals is pretty great :)
akomtu 168 days ago [-]
shadertoy.com
vhcr 168 days ago [-]
The "problem" with it is that you only learn about fragment shaders, you should also learn about the WebGL API, and vertex shaders.
dahart 168 days ago [-]
Not having to learn the API & vertex shaders is definitely a feature of ShaderToy, not a problem. :P The extremely low barrier to entry to writing shaders is one of it’s best qualities. Anyway, the question asked about 2d effects, so they maybe don’t need vertex shaders, and they can of course learn the small amount of WebGL API needed somewhere else like https://webgl2fundamentals.org/.
90s_dev 168 days ago [-]
https://www.shadertoy.com/view/XXyGzh

... this is amazing!

I can't wait to dig in and figure out how to add effects like this over my 2d content!

dahart 168 days ago [-]
It’s super easy. ShaderToy draws a rectangle on the screen and runs the given shader on it. There’s a small amount of plumbing to wire in a few variables like time & mouse position, and your texture coordinates. The rendering part of ShaderToy is simple enough that you can make your own clone in a day. The rest of the site is the hard part, the editor, the API & saving shaders in the cloud, getting lots of people to write awesome shaders, etc., but the rendering part is near trivial.
168 days ago [-]
chrisjj 168 days ago [-]
"Uncaught Error: This demo requires the OES_texture_float extension WebGL Water Made by Evan Wallace

This demo requires a decent graphics card and up-to-date drivers. If you can't run the demo, you can still see it on YouTube.

Interactions: Draw on the water to make ripples Drag the background to rotate the camera Press SPACEBAR to pause and unpause Drag the sphere to move it around Press the L key to set the light direction Press the G key to toggle gravity Features: Raytraced reflections and refractions Analytic ambient occlusion Heightfield water simulation * Soft shadows Caustics (see this for details) * * requires the OES_texture_float extension * requires the OES_standard_derivatives extension" on Android Chrome.

168 days ago [-]
asadm 168 days ago [-]
Wasnt this one of the demo that Figma co-founder used make a case for web-based editor?
fulafel 168 days ago [-]
This is probably the first time (not counting ignored times) it was been posted which doesn't have comments about breakage on some browser.

Makes you wonder how long it takes that WebGPU reaches the same status.

kelnos 168 days ago [-]
I see three such comments, all posted before you posted. Oh well. I'd hoped you were right about this.
fulafel 168 days ago [-]
Ah, I didn't reload before writing the comment. Oh well.
Retr0id 168 days ago [-]
This has always been my "is webgl working?" test page
Retr0id 168 days ago [-]
By the way, I think it's (2011) not (2010)
notarealllama 168 days ago [-]
Still. My god.
pjmlp 168 days ago [-]
After all these years, Android Chrome still doesn't support the extensions required by this demo, this is the issue with Web 3D adoption.
ankit_mishra 168 days ago [-]
Same for me on. Getting this error - Uncaught Error: This demo requires the OES_texture_float extension WebGL Water

Using - Chrome 136.0.7103.87 Android 15;

throw310822 168 days ago [-]
Works fine for me.
pjmlp 168 days ago [-]
Actually, I just cross-checked on WebGL Report, and it does indeed support the extension, not that changes having a black page complaining the extension is missing.
bobajeff 168 days ago [-]
I guess I'm the only one for whom this doesn't work I get:

'Uncaught Error: This demo requires the OES_texture_float extension'

_bin_ 168 days ago [-]
You must be on a very old browser, a terminal browser, ladybird, something like that. PEBCAK. https://developer.mozilla.org/en-US/docs/Web/API/OES_texture...
fbrchps 168 days ago [-]
I'm also getting the error on Android, latest Chrome.
moffkalast 168 days ago [-]
Latest Firefox on Android does seem to work, oddly enough. How the turntables...
JonoW 168 days ago [-]
Getting this error on a brand new Pixel 9 Pro, latest Chrome. Odd
ricardobeat 168 days ago [-]
When this was made in 2010 mobile phones had no WebGL support at all.

Ironically Chrome was also the only browser that supported it without beta flags, looks like their mobile version never caught up.

Maken 168 days ago [-]
Install Firefox. Not joking.
bobajeff 168 days ago [-]
Nope. Using Chrome 136.0.7103.87 on Android.
andrewrn 167 days ago [-]
Very cool!

Something I noticed is that you can’t make perturbations on the surface of the water by rapidly moving the ball beneath the water.

Don’t have time to dig into the sim to know why, but that is a monitor flaw.

Later edit: ah, looks like rendering was the focus not sim, per the maker’s website.

landgenoot 168 days ago [-]
When you move the ball up, but keep it still under water, you'll see the water level rise.

Why?

tomcam 168 days ago [-]
To encourage you to file a PR
dustbunny 168 days ago [-]
Is this open source?
dothack 168 days ago [-]
Traubenfuchs 168 days ago [-]
…so how does water look like in 2025 on WebGPU?
NetOpWibby 168 days ago [-]
This is incredible. My goodness.
A_Stefan 168 days ago [-]
This example never ceases to amaze
earth2mars 168 days ago [-]
If you are on Android try Kiwi browser to see this
vgb2k18 168 days ago [-]
What does Kiwi do different? The water appears to work well on Brave.
notarealllama 168 days ago [-]
5 year old low end Motorola Android with Firefox and ublock. Smooth as a baby's bottom. Genuinely surprised!
satvikpendem 168 days ago [-]
Kiwi is deprecated by the way, use Firefox or just use Chrome which is what Kiwi was anyway.
chris_pie 168 days ago [-]
Some features of Kiwi were merged to Edge, which means it now supports extensions (any extension if using developer options in Canary)
gitroom 168 days ago [-]
Pretty cool how a basic demo like this still feels fresh, even on my old phone. Always makes me want to mess with web tech more.
rbower 168 days ago [-]
[dead]
168 days ago [-]
haidirul 168 days ago [-]
[flagged]
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