My thoughts on Nanite after "Nanite WebGPU"
Read more in the Nanite WebGPU repo.
Recently I’ve finished Nanite WebGPU. It’s a web browser implementation of UE5’s Nanite. It includes the meshlet LOD hierarchy, software rasterizer (at least as far as possible given the current state of WGSL), and billboard impostors. Culling on both per-instance and per-meshlet basis (frustum and occlusion culling in both cases). Supports textures and per-vertex normals. Possibly every statistic you can think of. There is a slider or a checkbox for every setting imaginable. Also works offline using Deno.
With the code, I’ve also published my analysis of Nanite. It is in the repo’s README.md. I assume more people would not have bothered to click a link to this blog.