"In my case, I want to construct and call any shader I want at run-time. Arbitrary composition is the entire point. This implies that when I want to go make a GPU call, I need to generate and link a new program, based on the specific types and access patterns of values being passed in." For toy apps, sure. For professional apps or games, abso-frickin-lutely not. Shader compilation jank is still an annoying issue in e…
Frickin' shaders with frickin' laser beams
21–27 of 27 posts
Re: Frickin' shaders with frickin' laser beams
#22> The key thing is that I don't intend to make thousands of draw calls this way either. I just want to make a couple dozen of exactly the draw calls I need, preferably today, not next week. It's a radically different use case from what game engines need, which is what the current industry APIs are really mostly tailored for. Whenever I try to learn WebGL (or similar technology) I give up after a while. In my head I i…
Re: Frickin' shaders with frickin' laser beams
#23Many times it would be better to have a simple way to express ideas, not having to deal with the most performant systems, which might take a lot more figuring out or issues with debugging your shaders.
Re: Frickin' shaders with frickin' laser beams
#24Re: Frickin' shaders with frickin' laser beams
#25"In my case, I want to construct and call any shader I want at run-time. Arbitrary composition is the entire point. This implies that when I want to go make a GPU call, I need to generate and link a new program, based on the specific types and access patterns of values being passed in." For toy apps, sure. For professional apps or games, abso-frickin-lutely not. Shader compilation jank is still an annoying issue in e…
Re: Frickin' shaders with frickin' laser beams
#26Having done a decent amount of games development, and a little bit of shader coding, the pain points fixed by the approach in the article are significant. Really impressive stuff.
I didn't even realize it was going to be TypeScript until much later in the article too, that was the cherry on top :)
Re: Frickin' shaders with frickin' laser beams
#27> The key thing is that I don't intend to make thousands of draw calls this way either. I just want to make a couple dozen of exactly the draw calls I need, preferably today, not next week. It's a radically different use case from what game engines need, which is what the current industry APIs are really mostly tailored for. Whenever I try to learn WebGL (or similar technology) I give up after a while. In my head I i…
Why not learn Unity then?