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MBCook 4 days ago

Great article. The description of how they handle shaders is just bonkers to me.

Is that really what you’d have to go through to have a working system with plugin shaders from 3rd parties on multiple backends? Or is mostly the result of time and trying to keep backwards compatibility with existing plugins?

Telling external devs “Write a copy in every shader language” would certainly be easier for the core team but that’s obviously undesirable.

delusional 4 days ago | parent [-]

Transpiling shaders is what most game engines have done for a decade now. Everybody thinks it's stupid in that field as well, but there is no viable alternative.

hnuser123456 4 days ago | parent | next [-]

MS/NV are trying to start a program to pre-compile shaders for common hardware configurations and games/engines, and simply download them to clients.

https://devblogs.microsoft.com/directx/introducing-advanced-...

Cieric 4 days ago | parent [-]

I think you mean MS/AMD since this is for hardware with AMD parts in it.

hnuser123456 4 days ago | parent [-]

Fair point.

ZiiS 4 days ago | parent | prev [-]

I think it was the most game engines once they adopted Direct 3D 8; so over two decades now.