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  • Dec 03 21:17
    bors[bot] closed #3102
  • Dec 03 21:17
    bors[bot] closed #3055
  • Dec 03 21:17
    bors[bot] closed #3055
  • Dec 03 21:17

    bors[bot] on master

    Add RichDescriptorType, subtype… Enable serde for new types Update all backends, examples, … and 3 more (compare)

  • Dec 03 21:17
    bors[bot] commented #3102
  • Dec 03 20:54

    bors[bot] on staging.tmp

    (compare)

  • Dec 03 20:54

    bors[bot] on staging

    Add RichDescriptorType, subtype… Enable serde for new types Update all backends, examples, … and 3 more (compare)

  • Dec 03 20:54

    bors[bot] on staging.tmp

    Add RichDescriptorType, subtype… Enable serde for new types Update all backends, examples, … and 3 more (compare)

  • Dec 03 20:54

    bors[bot] on staging.tmp

    [ci skip][skip ci][skip netlify] (compare)

  • Dec 03 20:54
    kvark commented #3102
  • Dec 03 06:44
    cormac-obrien synchronize #3102
  • Dec 03 03:29
    kvark commented #3102
  • Dec 03 02:35
    cormac-obrien synchronize #3102
  • Dec 03 01:47
    cormac-obrien synchronize #3102
  • Dec 03 01:29
    cormac-obrien synchronize #3102
  • Dec 03 01:08
    cormac-obrien synchronize #3102
  • Nov 29 16:22
    kvark commented #3103
  • Nov 29 12:57
    KuSpa commented #3103
  • Nov 29 12:57
    KuSpa commented #3103
  • Nov 29 12:55
    KuSpa edited #3103
Brendan Zabarauskas
@brendanzab
justr download the nightly :)
kvark @kvark needs to schedule rust to build every night
brendanzab @bjz has a little script to do it
Brendan Zabarauskas
@brendanzab
so much faster
Dzmitry Malyshau
@kvark
so you are no longer building it yourself?'
Brendan Zabarauskas
@brendanzab
nope
not ehn I am doing lib work
I only build when I am actually working on the repo itself
ie. compiler work or on the standard libs
brendanzab @bjz is playing with ways of doing handles, but is not happy with anything he does
brendanzab @bjz will probably have to sleep on it
Dzmitry Malyshau
@kvark
handles of events?
Brendan Zabarauskas
@brendanzab
oh for the gl stuff - instead of typedefs
Dzmitry Malyshau
@kvark
oh sure. Is that what @photex code was about? EntityData and such?
Brendan Zabarauskas
@brendanzab
oh, more like something like: struct Handle<T, I> { id: I } pub enum Buffer {} ...
but it gets a little annoying
:/
Dzmitry Malyshau
@kvark
BTW, what is cgcore-rs supposed to be? I find it weird that an empty repo has 2 watches and stars :)
Brendan Zabarauskas
@brendanzab
I have a cgcore?
:o
kvark @kvark laughs
Brendan Zabarauskas
@brendanzab
ok, I have to head out for abit
bbl
I will let my subconcious brew on this all, then get back to banging my head against a brick wall later
I would love this API to be super slick, but it that takes a lot of effort
kvark @kvark wishes we didn't have as many layers... #9
Brendan Zabarauskas
@brendanzab
yep, I agree
it is so confusing with all the different type names :(
Dzmitry Malyshau
@kvark
haha, I got used to it. But I don't want the fresh blood (if any) to suffer again
Brendan Zabarauskas
@brendanzab
we will figure it out, and it will look effortless, and folks will wonder how we did it
:)
ok, gotta run, thanks again for the awesome :triangular_ruler: work :D
<3 <3 <3
Dzmitry Malyshau
@kvark
lol, bye!
Brendan Zabarauskas
@brendanzab
I'm wondering if what we actually want for the 'calls' are futures... dunno whether the overhead of them is too high. apparently aturon wants to refactor them
Dzmitry Malyshau
@kvark
@bjz nope, I hasn't got into Metal yet. Are you pitching it for the sake of gfx-rs portability or just as a general interest?
kvark @kvark still remembers S3 MeTaL... ah those sweet times in UT
Brendan Zabarauskas
@brendanzab
just general interest
@kvark So how high level do you think the renderer will be?
Dzmitry Malyshau
@kvark
@bjz my basic vision is pretty much explained in #3, though no-one seem to have reacted to that
Brendan Zabarauskas
@brendanzab
I'll look again! :D
Brendan Zabarauskas
@brendanzab
will we be thinking about things like cameras, shadows and culling?
if not, maybe we could think about scrapping the render task...?
Dzmitry Malyshau
@kvark
@bjz basically, renderer should operate on meshes, target sets, programs, render states, and environments. The last one is the only that really need to be designed. It is supposed to capture all the shader parameter values (which, together with the render states, are covering any high-level material needs, supposedly)
@bjz I believe cameras, shadows, and culling can be left to a higher level engine outside of the renderthread, but I'll need to think this through...
Brendan Zabarauskas
@brendanzab
sure thing
Dzmitry Malyshau
@kvark
@bjz We need to define the scope of each layer. For example, device layer just abstracts over API and potentially does some caching to reduce number of calls to that API