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by mitchmindtree 2436 days ago
Woah excellent to see Embark partnering with the RLSL project!

As someone who does a lot of creative-coding contracts with lots of video, graphics and real-time requirements, RLSL has long been one of the Rust projects that excites me the most. The idea of writing graphics and compute shaders in Rust, a modern language with a decent type system, standard package manager, module system, etc, is very exciting. It makes a lot of sense that Embark see the potential in this for game dev too.

The ability to share Rust code between the CPU and GPU alone will be so useful. The number of times I've had to port some pre-existing Rust function to GLSL or vice versa is silly.

Obviously the Rust that compiles to SPIR-V will be a subset of the Rust that compiles to LLVM or WASM, but this still opens up so many doors for improved ergonomics when interacting with the GPU from a Rust program.

I've long dreamed of an API that allows me to casually send a closure of almost arbitrary Rust code (with the necessary 'lifetime + Send + Sync + SpirvCompatible compile-time checks) off to the GPU for execution and get back a GPU Future of the result. It looks like this may well become possible in the future :)

1 comments

> Woah excellent to see Embark partnering with the RLSL project!

IIRC, actually they hired the guy behind RLSL a few months ago.

I thought it was the self driving truck company.