Alternatives
Products that do what Computesim, learn compute shaders and control flow does
Hey HN, I wrote a compute shader emulator that started as a 50-line script to help me understand reduction shaders. What makes this implementation interesting is its technical approach; I've leveraged Nim's macros and closure iterators to simulate lockstep execution of logical threads. The emulator runs GPU compute shaders on CPU, simulating workgroups and subgroups with proper synchronization. It supports GLSL subgroup operations and provides nice debugging messages. The emulator works with Nim code that follows compute shader patterns I've documented some technical aspects here:…
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2017 · github.com
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2016 · github.com
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2021 · blog.tonari.no
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2019 · github.com
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Hi everyone, Please checkout compute.cx which is a simple cli interface for using on demand GPUs from RunPod and HotAisle. I created this because I really like the ease of modal.com for severless gpu access, but don’t always want to pay their markup. Compute.cx gives the same DX but on public on-demand GPUs like runpod and hotaisie. Please try it out, and write to me [email protected] for any questions/suggestions, or file a bug report on https://github.com/theoriclabs/docs.compute.cx Thanks! Harsh Gupta https://x.com/hargup13 P.S. BYOK AWS, GCP and…
17d ago · compute.cx
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2016 · github.com
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2020 · shadergraph.stelabouras.com
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It's a chrome extension that automatically loads the specs from the Hugging Face model card into the calculation. > To test it, install the extension (no registration/key needed) and navigate to a HF model page. Then click the "VRAM" icon on the top right to open the sidepanel. You can specify quantization, batch size, sequence length, etc. Works for inference & fine-tuning. If it does not fit on the specified GPUs, it gives you an advise on how to still run it (e.g. lowering precision). It is inspired at my work, where we were constantly exporting metrics from HF to estimate required…
2025 · chromewebstore.google.com
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2019 · dev.to
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Quick note on how it works and how I've done my batch embedding engine IgniteMS. The whole thing runs as one process using Rust, reading input, tokenizing, packing batches, keeping the queue full. TensorRT handles inference. Python is only as a wrapper. I built it this way because when you use more than couple of GPUs, the GPUs stop being the problem. CPU cannot feed them fast enough. One A100 can go through batches faster than Python can tokenize and feed, so the GPU just sits there idle waiting for work. Most of my time went into optimizing this. At 8 GPUs that was basically the entire…
Jun 2026 · github.com
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A new programming language rooted in Pure Mathematics
2025
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https://github.com/seanwevans/lockstep I want to share my work-in-progress systems language with a v0.1.0 release of Lockstep. It is a data-oriented systems programming language designed for high-throughput, deterministic compute pipelines. I built Lockstep to bridge the gap between the productivity of C and the execution efficiency of GPU compute shaders. Instead of traditional control flow, Lockstep enforces straight-line SIMD execution. You will not find any if, for, or while statements inside compute kernels; branching is entirely replaced by hardware-native masking…
Mar 2026 · github.com
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It's annoying having so many ML and GS training tools rely exclusively on cuda/nvidia . So for our open-source command-line gaussian splat converter/compressor, we decided to try WebGPU instead. It's working well so far and a single codebase runs on Linux, MacOS and Windows without too much fuss. This is mostly thanks to Google's dawn project <3. Eventually some of this could also run directly in the browser.
Sep 2025 · github.com
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Have you ever lost your mind at Desmos or Geogebra for occasionally being so god-damn slow and laggy? I have and, as a result, decided to make my own, GPU-accelerated (webgl2) graph plotter that renders equations, shaded plots, etc. with butter-smooth framerates. Equations we are used to think as unplottable (with usable real-time performance), like for example `e ^ (sin(x) * x ^ 2 * cos(y)) = cos(e ^ (x * y))`, will render just as smoothly [0] as something simple, like `y = x ^ 2`. Goals: * Rendering (almost) any equation without performance problems * Enabling acquiring new insights from…
2023 · kaapporaivio.fi
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Hi HN! I've been hacking on this side project for the last month or two with the goal of making it dead simple to use cloud GPUs. I ran into this problem personally during the phd, and built my own tooling around it. I always thought it'd be fun to try to turn that tooling into a more general product... and bitbop.io is the result! All you have to do is run `ssh bitbop.io`, and you get your own personal dev GPU workstation in the cloud. Looking forward to hearing your thoughts!
2024 · twitter.com
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I built a lightweight Neovim GUI client for macOS. The goal was something simple — just render Neovim in a proper macOS window with multi-window support, like MacVim did for Vim. Features: - Metal GPU-accelerated rendering (falls back to CoreText) - Multi-window — each window is an independent Neovim process - Neovim's native tabline with Cmd+1-9 - Full IME support for CJK input - Standard macOS shortcuts work out of the box (Cmd+C/V/X/Z/S/W) - CLI launcher with gvimdiff support - Uses your system-installed Neovim — no bundled binary The whole thing was built in a…
Mar 2026 · github.com
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I make fractal art with GLSL and got tired of fighting Shadertoy's limits when I wanted to actually finish and export pieces. So I built the tool I wanted: ShaderKit runs in the browser, fully ShaderToy-compatible, but adds the export pipeline that was missing for me. - Loop examination mode: visualizes the transition point of a looping shader in slow motion so you can see exactly where it breaks. X-time remapping helps debug discontinuities by mapping time to the x coordinate, this way you can see literally if the loop is seamless or not, if you see any seams, its not seamless. This is what…
May 2026 · shaderkit.com
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I’ve spent the last few days prototyping a browser-based game engine stack designed for instant-load, "Roblox-for-Teens" style deployment. The goal is to lower the floor for AA indie devs who want high-fidelity physics and instant web distribution without the overhead of Unity or a heavy Godot export. The Stack Engine: A headless WASM/WebGPU implementation. I’m currently using custom flags and selective streaming to bypass standard browser memory and execution limits. Physics: I’ve ported Jolt (Guerrilla Games) but modified the solver to mimic the original Blam! engine (Bungie/Halo…
Jan 2026
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We'd like to introduce HN to Spell, which is a tool for easily running ML/DL jobs remotely. As Deep Learning has grown we see engineers and researchers struggle to incorporate running on GPUs into their workflow. So we built Spell to be the easiest way to get code running elsewhere - like the bash '&' operator but for remote machines. Sign up for an account at https://web.spell.run/waitlist, which includes $300 in credits for GPU time. There's a waitlist, but we'll be approving accounts as they come in. Here are some of the features we really wanted and built into Spell:…
2018
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