(no title)
arjonagelhout | 8 months ago
Game engines and other large codebases with graphics logic are commonly written in C++, and only having to learn and write a single language is great.
Right now, shaders -- if not working with an off-the-shelf graphics abstraction -- are kind of annoying to work with. Cross-compiling to GLSL, HLSL and Metal Shading Language is cumbersome. Almost all game engines create their own shading language and code generate / compile that to the respective shading languages for specific platforms.
This situation could be improved if GPUs were more standardized and didn't have proprietary instruction sets. Similar to how CPUs mainly have x86_64 and ARM64 as the dominant instruction sets.
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