Dr. Rubisco

Results 35 comments of Dr. Rubisco

ah well, I tried. Thanks for the update!

Wow, Thanks for the comprehensive and helpful reply!

@Chakazul I sent you an email a couple of days ago, just want to make sure you got it. :)

@alice-i-cecile @bjorn3 According to the `wgpu` README file: > wgpu supports shaders in [WGSL](https://gpuweb.github.io/gpuweb/wgsl/), SPIR-V, and GLSL. Both [HLSL](https://github.com/Microsoft/DirectXShaderCompiler) and [GLSL](https://github.com/KhronosGroup/glslang) have compilers to target SPIR-V. All of these shader...

@mockersf I am not sure what you mean. There are plenty of cases, especially in 3D games where a developer would need to write custom shaders to achieve his vision....

@bjorn3 Notice how I specifically pointed out in the issue post that `rust-gpu` was likely not in enough of a finalized state for this to be feasible at the moment....

@bjorn3 Those APIs won't always be unstable, will they? or do you mean unsafe? Also, you mentioned using rustup. What's wrong with that? (forgive me, I haven't used rust in...

@x-52 That does sound promising! Maybe we could set up a sort of experimental branch of bevy that requires nightly rustc, instead of adding `rust-gpu` support to the main codebase....

Also, on a slightly unrelated note, I was wondering how I would go about using SPIR-V with Bevy's `wgpu`, after I manually use `rust-gpu` to compile to SPIR-V. I saw...

Also, It may turn out that implementing `rust-gpu` through wgpu is not feasible or ill-advised for one reason or another. In that case, to implement support in bevy may require...