jrmydev

Joined 3 years ago

Karma
72
Submissions
10
Member since
Feb 6
Find me at https://jrmy.dev
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Recent submissions

Comment · 2 years ago
Thank you! That means a lot
Comment · 2 years ago
Comment · 2 years ago
Exactly this, along with a lot of the "smoothing-out" done by the webgpu spec which provides a clear and open abstraction target.
Comment · 2 years ago
Users can already kinda do this by showing the compiled output, but the js engine itself is still tucked away. At some point, I would probably have a tree shaken full output for each shadeup.
Comment · 2 years ago
Drop a link! I'd be interested to check it out
Comment · 2 years ago
Your project sounds interesting as well. Do you have a social channel or GitHub for this project? Or is there something I can follow to be updated when you release it?

I'd love to learn more about what you're working on as I've been wanting to integrate shadeup with existing game engines like unreal/unity but realizing it would be a massive undertaking.

Comment · 2 years ago
Comment · 2 years ago
Thanks, and great question:

Shadeup will try to fit it all into one command encoder but may need to split if the coder: 1. Manually flushes 2. Reads/downloads a buffer on the CPU

Most calls are lazily evaluated, and a small dep graph is built as you reference/draw things.

That being said, shadeup does make some perf sacrifices in the name of simplicity. I'd say it's well suited to prototyping and learning. Of course, once you have a working prototype of something porting it to native wgsl should be easy

Comment · 2 years ago

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