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Dzmitry gave a talk at a rust gamedev meetup on Blade. This ain't my turf so apologies for inaccuracies here. It appears to be a fairly novel attempt to write
by jauntywundrkind 3y ago
Dzmitry gave a talk at a rust gamedev meetup on Blade.
This ain't my turf so apologies for inaccuracies here. It appears to be a fairly novel attempt to write a graphics library with a semi conventional looking pipeline, that under the hood ends up eskewing a lot of the Vulkan concepts. Instead of per object contexts, it uses global contexts to do most work. Instead of taking resources and binding them into descriptor sets to use across pipelines (tracking state), Blade kind of recreates resources on the fly, lets them get used, and disposed of them.
Kind of interesting philosophy of a complex binding model in Vulkan/WebGPU vs a more direct diy render model?
https://www.youtube.com/live/63dnzjw4azI?si=KzLPm-gBX0gDKq7H#t=12m45s https://www.youtube.com/live/63dnzjw4azI?si=KzLPm-gBX0gDKq7H...
Zed tool this work as an outside contribution. Maybe that someone did the work was good enough. I'm not sure what would make Blade a better match or not, vs wgpu-hal.