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To me the downside is that it's basically building an AST with a cumbersome 'AST builder API' instead of designing a new specialized programming language where
by flohofwoe 2y ago
To me the downside is that it's basically building an AST with a cumbersome 'AST builder API' instead of designing a new specialized programming language where the dependency tree and 'node payload' is all integrated into a single language (instead of having the traditional split between CPU- and GPU-side languages, and a 3D API as glue sitting inbetween - as more and more work moves to the GPU that traditional split makes less and less sense IMHO).
The idea to build an AST with an API instead of a dedicated language feels a lot like GLTF's new interactivity extension, which describes an AST in JSON (blech): https://github.com/KhronosGroup/glTF/blob/interactivity/extensions/2.0/Khronos/KHR_interactivity/Specification.adoc https://github.com/KhronosGroup/glTF/blob/interactivity/exte...
PS: also, it would be nice to get an idea what the debugging situation is for workgraphs.