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gpujs
gpu.js
JavaScript2016–2024
gpujs / gpu.js

gpu.js

GPU Accelerated JavaScript

18Distinct people
20Mentions
1Explicit recommenders
15.5KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

GPU Accelerated JavaScript

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

I love this comment in the code: https://github.com/gpujs/gpu.js/blob/develop/src/backend/web... // Here be dragons! // DO NOT OPTIMIZE THIS CODE // YOU WILL BREAK SOMETHING ON…

peterkelly used a recommendation phrase. One indexed comment matches. This is a phrase match, not a verdict.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 11:56:56 AM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year20 dated mentions

Observed mentions: 2016-08-17 18:21:34 UTC to 2024-03-29 01:46:17 UTC.

012342016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20162017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 4 mentions; 2 submissions, 2 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC101
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC422
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC211
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC211
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC202
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC303
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC202
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC211
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC202

What Hacker News says

20 sources
Very cool project. I learned WebGL three years ago but before I dove into the underlying concepts I used GPU.js [1] to quickly prototype my project. Eventually, the abstraction prevented necessary performance optimizations so I switched to vanilla GLSL and these vanilla GLSL "shaders" were initially ejected from GPU.js. Writing JS code then looking at the generated WebGPU output is a great way to get familiar with WebGPU. Thanks for this. [1] https://github.com/gpujs/gpu.js/
In Show HN: Shadeup – A language that makes WebGPU easier
This library transpiles JS to WebGL which allows computations to run in parallel on the GPU instead of one by one on the main JS thread. I used this library to prototype shademap but I think it's no longer maintained. I PRed a fix to correct atan2 over a year ago and no movement [1]. Because this library optimized for simplicity over performance, switching to vanilla WebGL will get you better performance (especially with textures) in the long run. I do highly recommend it if you're a web developer interested in harnessing parallel processing. [1] https://github.com/gpujs/gpu.js/pull/683
In Gpu.js: GPU Accelerated JavaScript
Your comment probably got downed more drastically than normal for being a new account but on the off chance you're a legitimate new account that just had an unlucky first comment: It's compatible with both web and Node. In Node it uses https://github.com/stackgl/headless-gl to provide a WebGL compatible implementation as Node doesn't ship with GPU access out of the box. The project is looking into https://github.com/maierfelix/webgpu or similar to instead provide Node with a WebGPU compatible implementation. Both require N-API. The tracking issue can be found here for reference https://github.com/gpujs/gpu.js/issues/507.
In GPU.js
I disagree. JavaScript historically has always offered backward compatibility. > Backwards compatibility is important because of the large number of browsers deployed and the wide variety of versions of those browsers [0]. This may be the reasoning behind offering backwards compatibility. Also, according to the GitHub page [1] the fallbacks are WebGL2, and WebGL 1, and if neither of those work, only then will it use the CPU when in the browser. I find this to be quite acceptable. After all, it is JavaScript! [0] https://stackoverflow.com/questions/4937245/why-is-javascrip... [1] https://github.com/gpujs/gpu.js/wiki/Quick-Concepts#fallback
In GPU Accelerated JavaScript
Graceful pure JavaScript fallback when GPU is not available. This is a bad thing, not a happy thing to be advertised. Software fallback was of the most frustrating parts of working with OpenGL circa 2010. If you're making a hardware accelerated library, stop trying to make it "gracefully" fail. Just fail! That way people can address the root problem. On the other hand, as long as the library is sufficiently noisy about the fact that it's in CPU mode, it seems fine. I just hope they don't follow OpenGL's design decisions. It's surprisingly hard to figure out the answer from the README: https://github.com/gpujs/gpu.js/#readme There's a "How to check what's supported" section, but it's also "mostly for unit tests."
In GPU Accelerated JavaScript

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