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Why not rust gpu? |
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I’d be interested in helping to standardize a set of wgsl extension and supporting them for the javascript community. (I wrote the TypeScript wgsl linker.) Sounds like this is a nice moment to build some bridges between the javascript and rust sides of the wgsl ecosystem. What are the extension features of interest? A few others (led by @stefnotch, @k2d222, @dannymcgee) have also been working towards a clean set of wgsl extensions and associated vscode tooling. That discussion has moved to a new discord server here: WebGPU tooling. |
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My main issue with shader writing currently is tooling. The point here is that if we have an extension that is tailored to Bevy, adding new syntax wouldn't be too much of an issue and everyone could benefit from the improvements immediately. This in turn would allow the syntax to grow independently of the standard and we could propose most common / useful things from our side once based on experience rather than theory. |
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I will make some assertions:
We have already embraced this world, by nature of adding import and virtual function syntax to WGSL. I think we should do it more fully:
#import a::b::c
should become an actual language keyworduse a::b::c;
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