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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 görüntüleme • 1 ay önce •via X (Twitter)

26 Yorum

Brandon DeRosier profil fotoğrafı
Brandon DeRosier1 ay önce

This is the "materialize" example in the repository.

Clément profil fotoğrafı
Clément1 ay önce

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

Brandon DeRosier profil fotoğrafı
Brandon DeRosier1 ay önce

Definitely. You can render arbitrary things with Flutter GPU

MemoriasIT 💙 profil fotoğrafı
MemoriasIT 💙1 ay önce

Finally some competition for @jezell's demos 😄

AI Mastery Guide profil fotoğrafı
AI Mastery Guide1 ay önce

Vanilla Flutter pulling this off with no forks is impressive

Allan - App Developer profil fotoğrafı
Allan - App Developer1 ay önce

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

Paul Thomas 💙 profil fotoğrafı
Paul Thomas 💙1 ay önce

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?

Brandon DeRosier profil fotoğrafı
Brandon DeRosier1 ay önce

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.

Paul Thomas 💙 profil fotoğrafı
Paul Thomas 💙1 ay önce

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?

Brandon DeRosier profil fotoğrafı
Brandon DeRosier1 ay önce

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.

Paul Thomas 💙 profil fotoğrafı
Paul Thomas 💙1 ay önce

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...

Paul Thomas 💙 profil fotoğrafı
Paul Thomas 💙1 ay önce

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

Emmanuel Onyeji🧑‍💻🫰🔥 profil fotoğrafı
Emmanuel Onyeji🧑‍💻🫰🔥1 ay önce

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

FlutterFlow profil fotoğrafı
FlutterFlow1 ay önce

LETS GOOO FLUTTER

Jason Holt profil fotoğrafı
Jason Holt1 ay önce

3.47 stable you say?!

Brandon DeRosier profil fotoğrafı
Brandon DeRosier1 ay önce

Yes!

Marcus ₿urelius profil fotoğrafı
Marcus ₿urelius1 ay önce

That's sick. Great work.

Abraham 🖥️☕ profil fotoğrafı
Abraham 🖥️☕1 ay önce

Cool

wordfreak profil fotoğrafı
wordfreak1 ay önce

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

Simon 🦊💙 profil fotoğrafı
Simon 🦊💙1 ay önce

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

Lars Vogel profil fotoğrafı
Lars Vogel1 ay önce

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."

sofie s profil fotoğrafı
sofie s1 ay önce

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

Vitaliy Podolskiy profil fotoğrafı
Vitaliy Podolskiy1 ay önce

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.

Luis Gamas profil fotoğrafı
Luis Gamas1 ay önce

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

Tom Vogel profil fotoğrafı
Tom Vogel1 ay önce

Feels unreal that this is Flutter for me

Sivaram SS profil fotoğrafı
Sivaram SS1 ay önce

Looks great. Are the glows HDR ?

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