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This is rendered by Flutter 3.47 Stable using Flutter GPU via the flutter_scene package. macOS, Linux, Windows, iOS, Android, Web, and custom embedders. Today. :) No forks, no platform views, no external renderers, no secondary graphics context. It's vanilla Flutter. Each pass is a custom material over geometry derived...

29,831 просмотров • 1 месяц назад •via X (Twitter)

Комментарии: 26

Фото профиля Brandon DeRosier
Brandon DeRosier1 месяц назад

This is the "materialize" example in the repository.

Фото профиля Clément
Clément1 месяц назад

Long time ago, I wanted to render 3d charts. Would it be possible to render a 3d scatter plot?

Фото профиля Brandon DeRosier
Brandon DeRosier1 месяц назад

Definitely. You can render arbitrary things with Flutter GPU

Фото профиля MemoriasIT 💙
MemoriasIT 💙1 месяц назад

Finally some competition for @jezell's demos 😄

Фото профиля AI Mastery Guide
AI Mastery Guide1 месяц назад

Vanilla Flutter pulling this off with no forks is impressive

Фото профиля Allan - App Developer
Allan - App Developer1 месяц назад

would be cool to see how far you could take realistic lighting effects

Фото профиля Paul Thomas 💙
Paul Thomas 💙1 месяц назад

Looks great! Amazed at the level of support for all kinds of stuff, it's a proper AAA framework. Do you think we will be able to use custom vertex and fragment shaders at this level, or should we be looking at Flutter GPU for that?

Фото профиля Brandon DeRosier
Brandon DeRosier1 месяц назад

Yes, Flutter Scene's material system supports custom vertex and fragment shaders. And you can arbitrarily extend a model's vertex data with new attributes. That's how the glass shards work in this demo. :) This is the managed material format: There's also a fully "unmanaged" material type that lets you write raw engine shaders directly without any codegen, but it's much harder to use and almost no one should ever need it, as the managed material system is already quite flexible.

Фото профиля Paul Thomas 💙
Paul Thomas 💙1 месяц назад

Agree the managed material is really nice. Anything to keep things at a high level, but was just wondering how to get the effect of glPolygonOffset, adjust a transformed z coordinate to be slightly closer without changing x and y? Is gl_FragDepth supported in a custom material?

Фото профиля Brandon DeRosier
Brandon DeRosier1 месяц назад

What kind of effect are you trying to achieve? You do have access to gl_FragDepth yes. But in the vertex stage you also have access to camera properties and could e.g. interpolate vertices towards the camera if that's what you're trying to do.

Фото профиля Paul Thomas 💙
Paul Thomas 💙1 месяц назад

I'd like to port my line renderer from cpu to gpu, at the moment it clips lines against every face on a 2D canvas. I could draw faces on the gpu in the bg colour and draw lines on top with z offset, using the z buffer in the usual way to sort depth...

Фото профиля Paul Thomas 💙
Paul Thomas 💙1 месяц назад

...which from what you are saying should be already possible with fscene. Very much looking forward to giving it a try 👍

Фото профиля Emmanuel Onyeji🧑‍💻🫰🔥
Emmanuel Onyeji🧑‍💻🫰🔥1 месяц назад

Now to just recreate the body like halo and create a crazy kick ass shooter platformer game Well done btw 🔥🔥🔥

Фото профиля FlutterFlow
FlutterFlow1 месяц назад

LETS GOOO FLUTTER

Фото профиля Jason Holt
Jason Holt1 месяц назад

3.47 stable you say?!

Фото профиля Brandon DeRosier
Brandon DeRosier1 месяц назад

Yes!

Фото профиля Marcus ₿urelius
Marcus ₿urelius1 месяц назад

That's sick. Great work.

Фото профиля Abraham 🖥️☕
Abraham 🖥️☕1 месяц назад

Cool

Фото профиля wordfreak
wordfreak1 месяц назад

would have been much easier using this gpu to make this?

Фото профиля Simon 🦊💙
Simon 🦊💙1 месяц назад

Have you tried with Impeller on Asahi Linux (running on Apple Silicon)? I'd love to see if it's running well there.

Фото профиля Lars Vogel
Lars Vogel1 месяц назад

Your docs say otherwise: "Rendering is built on Flutter GPU, which hasn't shipped to the stable channel yet, so Flutter Scene requires the Flutter master channel."

Фото профиля sofie s
sofie s1 месяц назад

"Vanilla Flutter" but it depends on flutter_scene and experimental GPU APIs? How does it handle WebGL-only browsers or older devices?

Фото профиля Vitaliy Podolskiy
Vitaliy Podolskiy1 месяц назад

The portability test is not “does it render once?” It’s: same scene graph, golden output per backend, input-latency budget, and a deliberate escape hatch for platform-specific rendering when the abstraction starts lying.

Фото профиля Luis Gamas
Luis Gamas1 месяц назад

Seeing the same rendering path across desktop, mobile, web, and custom embedders is genuinely exciting. Flutter GPU is starting to unlock some very different kinds of apps

Фото профиля Tom Vogel
Tom Vogel1 месяц назад

Feels unreal that this is Flutter for me

Фото профиля Sivaram SS
Sivaram SS1 месяц назад

Looks great. Are the glows HDR ?

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