Earlier quoted context omitted.
I suppose ideally you'd want it to be written on Linux first, if you're that kinda person - but the market is probably on Mac?
I remember reading a long time ago (think pre-intel macs) that game developers never developed for macs. However if they did, the games would sell because the mac people wanted games and there were so few available they would buy anything. problems of a closed ecosystem.
Linux When?
81–90 of 169 posts
Re: Linux When?
#82Earlier quoted context omitted.
Partially because Kvark, who has a long history in graphics programming, was enthusiastic about it, and has similar values of simplicity and effectiveness to our own. Mainly because our renderer is simple enough that we would have preferred to use Vulkan APIs directly, rather than going through wgpu. Blade is a thinner abstraction than wgpu, it's a bit more ergonomic than wgpu-hal, and it already supports our long te…
wgpu (and webgpu more generally) is often presented as a very good choice for a cross platform low level graphics api. but it was designed around safety/security constraints to support the web, sometimes at the cost of performance (my understanding) i heard somewhere this nice example: only big actors like AAA game engines would really benefit from the extra development effort it would take to use an even lower level…
Re: Linux When?
#83> On macOS, for example, Zed makes direct use of Metal. We have our own shaders, our own renderer, and we put a lot of effort into understanding macOS APIs to get to 120FPS. So they are taking the exact opposite approach of Electron (VS Code). In my mind, if you're someone who types in HN comments in a rage because your text editor (VS Code) eats up 200+ MB ram, you don't get to cry about Zed not being supported on L…
MoltenVK is also a thing. Whatever small translation overhead it incurs is probably not that important for a text editor. And then you get a cross-platform API: not just Linux, but Windows as well. Maybe also other more niche OSes as well.
Probably you can squeeze a bit of optimization out of using Metal directly, but I think it's a more than viable approach to start with Vulkan/MoltenVK as a target, and add a Metal branch to the renderer when capacity allows (although you might never feel the need)
Re: Linux When?
#84If Apple had just adopted the Vulkan standard instead of going off with their own proprietary graphics API this would have been a non-issue. Smacks of Canonical and their repeatedly doing one thing while ignoring the rest of the community standardizing on something else.
Metal predates Vulkan. But also I'm pretty sure Apple doesn't care if an app is portable.
Re: Linux When?
#85> On macOS, for example, Zed makes direct use of Metal. We have our own shaders, our own renderer, and we put a lot of effort into understanding macOS APIs to get to 120FPS. So they are taking the exact opposite approach of Electron (VS Code). In my mind, if you're someone who types in HN comments in a rage because your text editor (VS Code) eats up 200+ MB ram, you don't get to cry about Zed not being supported on L…
Or… use one of the existing cross platform toolkits that have existed for decades. Text Editors, traditionally, did not require shaders to run or be performant, and not require entire systems worth of RAM.
Re: Linux When?
#86I'm curious why Zed chose Blade over wgpu/wgpu-hal. There's a bit of detail here: https://github.com/zed-industries/zed/issues/7015 But I'd be curious to read a longer writeup on the tradeoffs and how they came to their decision.
This is a pretty good answer: https://github.com/gfx-rs/wgpu/tree/trunk/wgpu-hal The "design of WebGPU" is a problem. It's designed for the web to be secure and sandboxed so the API design reflects that. This is not a good thing on desktop.
The page you linked clearly states that wgpu-hal's API is extremely unsafe and skips many checks in order to reduce overhead. So while "secure and sandboxed" explains why wgpu wasn't chosen, it doesn't explain why wgpu-hal wasn't chosen.
Re: Linux When?
#87Re: Linux When?
#88I really appreciate how Zed tries to tailor make and ensure their app looks and feels native on Linux. One thing that scares me with it though is the lock in of the multiplayer features. I can see it forcing me to use it and not my preferred editor, because other people use Zed. Would love it if we were not only platform independent but also editor independent regardless of social pressure.
Re: Linux When?
#89Still baffled by the idea of make a code editor not only single OS but targeting mac.
Re: Linux When?
#90If you care a lot about Linux support, Lapce is a very promising alternative. Much like Zed, it also is written in Rust with native GPU-based rendering and a shared focus on enabling integration with modern IDE technologies such as LSP servers, tree-sitter parsers and DAP for debugging.
I thought this was some component. Lol, yeah if your IDE doesnt work on Linux, the problem is your IDE, not linux.