The same cube on the WebGPU renderer
The output differs by browser, so the page does not check it. In Chrome or Edge with WebGPU it prints running on: WebGPU. Without it three.js prints the warning THREE.WebGPURenderer: WebGPU is not available, running under WebGL2 backend. and the line reads running on: WebGL 2 (fallback). Note that navigator.gpu can be there while no adapter is (that first line says true even in a browser that then has to fall back). The status bar shows the backend too.
A web page reaches the GPU through WebGL 2 or the newer WebGPU, and almost nobody uses them directly: libraries such as three.js sit on top. You choose a library by what it costs and gives you, and you must always check that the browser can draw 3D before you try.
Change the code and press Run (Ctrl+Enter). Predict what will happen first, then break it on purpose and read what changes. Your edits are saved and match the lesson page.
Ready for more? This phase has 5 hands-on exercises with automatic checks.
Practice questions
Write the code in the editor, run it, then open the model answer to compare.
Write a function canUseWebGPU() that returns true only when WebGPU is really usable.
Your client wants a 3D model of a chair on a product page, with nothing else interactive. Which tool would you try first and why?
Explain it without notes
Name the main differences between WebGL 2 and WebGPU a beginner needs to know, and say which one this course starts with and why.
Why is checking navigator.gpu alone not enough to use WebGPU?
Console
Nothing logged yet.