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Posh: Type-Safe Graphics Programming in Rust
- payphonefiend 3y agoSL looks like an absolute dog's breakfast. I'll be sticking with Go and Ebitengine's Kage shader language.
- incrudible 3y agoUsing Rust for writing shaders may sound appealing, but that puts a language that is slow to compile into a domain where fast iteration times are crucial. Most shaders can be compiled in milliseconds and e.g. graphical authoring tools rely on this.
- leod 3y agoThis is a fair point and also called out in the discussion section. To some degree, this could be mitigated by hotloading shader code (and compiling shaders in debug mode). However, this remains as a fundamental downside of the approach. Personally, I think that this is a price worth paying!
- kjs3 3y ago"I will pound this square peg into this round hole no matter what...I'm really fond of square pegs."
- tadfisher 3y agoConversely, I despise round pegs. On the other end of the hole is a machine that shreds your peg into sawdust, mixes in a liter of epoxy, and reconstitutes it into a Klein bottle, so I'm not sure why I should care about the shape of the hole.
- kjs3 3y agoIs that the rustacian perspective? Force a Klein bottle when what I actually needed was a peg in a hole, a peg which has now been destroyed and useless for my purposes? Or will we be torturing another aphorism to death to get to the point.
- tadfisher 3y agoI don't use Rust. But the point I'm making is that, whether it's GLSL, HLSL, or whatnot, it all has more of a guiding influence over the code that gets compiled and actually runs on your GPU.
- steveklabnik 3y agoThere's another project that's similar that's being used by an actual game company: https://github.com/EmbarkStudios/rust-gpu https://github.com/EmbarkStudios/rust-gpu They see specific advantages here that would outweigh that negative. It's not my space (I play games, but know next to nothing about graphics programming), but there's at least one argument in the other direction.
- nextaccountic 3y agoWhy build upon OpenGL ES rather than wgpu?
- steveklabnik 3y agoNot involved, but this page says: > Currently, in order to narrow down the initial scope of the project, posh targets subsets of OpenGL ES 3.0 and GLSL ES 3.0. However, we are considering to transition to wgpu in the long run.