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."