April 9, 2026

Gravity vs. the Comment Section

A WebGPU Implementation of Augmented Vertex Block Descent

Smooth genius or floaty fake? WebGPU physics demo ignites browser drama

TLDR: A new WebGPU physics prototype shows off smarter, smoother collisions in the browser, sparking praise and side‑eye. Fans hype the progress, skeptics call it “floaty,” and devs reignite the “give us Vulkan” fight—proof the web’s 3D future is exciting, but the platform feud isn’t over.

A flashy new physics demo in the browser just dropped, built on WebGPU (a next‑gen graphics tech) and an academic method called AVBD, which aims to make colliding objects behave more realistically. It’s Chrome‑only and very much a proof of concept—but the comment section turned it into a full‑blown spectacle. One fan swore this version by Jure Triglav looks smoother than the official AVBD project page, while others immediately poked the bear: if it’s so smart, why does it still look a bit… floaty?

That single word—“floaty”—lit the fuse. Some praised the demo’s promise and cheered the future of web graphics. Others joked that browser physics always looks like it’s filmed on the Moon. Meanwhile, a more academic crowd asked if cool new research like Offset Geometric Contact could be folded in, because of course they did. And then came the platform angst: frustrated devs sighed that building 3D on the web feels like doing push‑ups in a straightjacket and wished for “just give us Vulkan,” a desktop‑style graphics API, instead of working around browser limits.

Verdict from the hive mind: impressive work, exciting tech, but the floaty vs. realistic debate rages on—and the browser wars never sleep.

Key Points

  • Experimental WebGPU physics prototype implements an AVBD-style solver for rigid- and soft-body simulation.
  • Pipeline mirrors AVBD Algorithm 1: collision detection, LBVH-based broad phase, narrow phase with manifold generation and warm-started contact state.
  • Per-body constraint lists and greedy coloring enable parallel primal body solves; inertial target y and warm-started dual/stiffness variables are initialized.
  • Main loop performs colored primal updates, then parallel dual and stiffness updates, followed by velocity reconstruction.
  • Project is an early proof of concept, Chrome-only, not plug-and-play, and notes a difference regarding double-buffered position updates for same-color conflicts.

Hottest takes

this one by Jure Triglav feels much smoother to me.
Why do all physics engines still look so floaty?
I wish we just had Vulkan on the web ...
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