I'm curious if there are technical benefits to interfacing with WebGPU via JS or via WASM (Rust, specifically)?<p>I am currently teaching myself Rust + Bevy with the intent of shipping some proof-of-concept game following the ECS paradigm rendered using WebGPU. This is going fine and I am excited to learn the tech, but my bread-and-butter is JavaScript and I only desire targeting the web. At time of writing, Bevy's (WebGL) examples don't run on Android devices which is a bit concerning.<p>There is some compelling JS tooling out there for rendering - Babylon, AFrame, UseGPU, etc, but they all have their issues.<p>Babylon: not designed with ECS in mind, same as ThreeJS, declarative programming can be achieved through plugins, but it's fragile and significantly less performant than if built natively into the framework.<p>AFrame: powered by Three, but ECS-first and I assume it does a good job at it. Not practical for 2D rendering and really intends to be VR-first with a nod to non-VR 3d.<p>UseGPU: truly what I would like to be using as it's declarative by design, but it's so new that 2D Sprite is still on the TODO list. I'm not skillful enough in low-level graphics programming (yet!) to assist in the development.<p>I <i>really</i> want to be ready for this technological shift. I fully intend to build something as complex as RimWorld that runs in your browser. I'm taking baby steps, as quickly as I can, to get there, but am not sure what tools to be adopting to best prepare.<p>At the moment I'm betting on Bevy because it has a lot of wind behind its sails, its all-in on ECS, and I suspect avoiding GC for compute-heavy gaming will be beneficial. I don't know what interfacing to WebGPU via JS gets me aside from a potentially more rapid prototyping environment. I'd love to hear others' takes on this to ensure I don't burn months looking in the wrong direction.