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by Const-me
918 days ago
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I have recently published an AI-related open-source project entirely based on compute shaders https://github.com/Const-me/Cgml and I’m super happy with the workflow. Possible to implement very complicated things without compiling a single line of C++, the software is mostly in C#. > setting up the graphics pipe I’ve picked D3D11, as opposed to D3D12 or Vulkan. The 11 is significantly higher level, and much easier to use. > compiling, binding The compiler is design-time, I ship them compiled, and integrated into the IDE. I solved the bindings with a simple code generation tool, which parses HLSL and generates C#. > No proper debugging I partially agree but still, we have renderdoc. |
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