Right now your options are basically having a GLES renderer that you can restrict to WebGL2 (so no compute shaders, etc. and other things that make desktop OpenGL acceptable for writing a modern renderer) or having to abstract over Vulkan/WebGPU yourself, which are similar but different enough to increase your code complexity considerably.
There's abstractions like wgpu and bgfx you can commit to, and of course you can just use game engine middleware and have it all done for you, but overall things fall short of just being able to "write once, run anywhere" a renderer, sadly.
I don't understand this complaint. What's worse about using WebGPU over using GLES? Seems like a strict improvement. You can use WebGPU anywhere, you're not required to "abstract" over Vulkan. If you're talking about using it outside of the web, you just choose wgpu or Dawn as your implementation, it's the same API and even the same implementation as you'd get in a browser.
I aspire to build cool stuff like this in WebGPU.
Very excited for the future of the web.
It's really impressive that the author was able to implement rendering papers and physics sim papers with such regularity. It really is a feat. Makes me curious to see what their background is.
I know in older games, the recommendation was to keep gravity low (~6 m/s^2 iirc) to help with simulation stability and make things look better, that might contribute to your idea of things being floaty.
I don't find the examples in the git repo to be especially floaty, but I work with a lot of simulators so I might just be used to it.