WebGPU API (Coffee Break Series)
The book isn't an in-depth introduction to the low-level optimization of the API or squeezing the those computational bytes out of the kernel. No! It's a quick-start guide! It's intended to get you up and running quickly - such as initializing the API, getting something on screen (loading 3-dimensional geometry and basic shaders).
Graphical concepts by themselves could fill an entire book - effects such as shadows, reflection, lens-flare and much more. But what the book does do, is get you working with 3-dimensional geometry with your browser.
Grab a cup of coffee (decaf if it's late), lay back on your comfy sofa, and flick through - folding the odd corner page to note you must come back to that :)
Why bother with WebGPU? Is it hard? You might have reserves about learning WebGPU! Especially if you're also learning other concepts, such as, JavaScript and Linear Mathematics! It can be enough to make a person cry. A rabbit hole of material.
Take a deep breath. and again! WebGPU isn't that bad. Once you get past all the overhead code, you'll be throwing out 3d cubes and complex compute operations easily - without even breaking a sweat!
Since it also runs in a browser, it means you'll be able to share your cool creations with colleagues and friends at the click of a button (just send them the link). They'll be able to run the WebGPU programs on their phones, tablet or desktop. So cool! Non of this installing applications and drivers.
Of course, WebGPU API is new! Really really new! In fact, it's still in its final stages of development! Hence, you'll probably have to 'enable' it in the browser settings (or download development build - Chrome(Canary) or Firefox(Nightly)). But the extra work is worth it!