The New Slang Language is a Game Changer for Game Developers!

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

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  • @gamefromscratch
    @gamefromscratch  หลายเดือนก่อน +9

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  • @lukasgruber1280
    @lukasgruber1280 หลายเดือนก่อน +549

    In game development every programming language is literally a game changer.

    • @isweartofuckinggod
      @isweartofuckinggod หลายเดือนก่อน

      ba dum tsss

    • @jaysistar2711
      @jaysistar2711 หลายเดือนก่อน +24

      lol

    • @theevilcottonball
      @theevilcottonball หลายเดือนก่อน +17

      You will be delighted to hear about my new brainfuck interpreter then. It was extended to have a minimal C FFI which allows you to write a game in brainfuck with raylib for instance.

    • @Kenionatus
      @Kenionatus หลายเดือนก่อน +7

      @@theevilcottonball How long until we can excpect Doom in Brainfuck?

    • @theevilcottonball
      @theevilcottonball หลายเดือนก่อน +3

      @@Kenionatus The Brainfuck interpreter is not released yet. What should I call the language Brainfuck++?

  • @safebox36
    @safebox36 หลายเดือนก่อน +269

    Note: Slang is not new, it's at least 6 years old and has been the primary shader language within emulators for a while since then.
    This is just the first time it's hit a "stable" build with proper documentation.

    • @augusto256
      @augusto256 หลายเดือนก่อน +12

      Wich is awesome 👍

    • @DarkerCry
      @DarkerCry หลายเดือนก่อน

      neat, hope it's actually good

    • @liamdevlin1862
      @liamdevlin1862 หลายเดือนก่อน +3

      interesting! which emulators are using Slang do you know?

    • @gwentarinokripperinolkjdsf683
      @gwentarinokripperinolkjdsf683 หลายเดือนก่อน +5

      Why do emulators use it in particular?

    • @augusto256
      @augusto256 หลายเดือนก่อน

      @@gwentarinokripperinolkjdsf683 I think because it's convenient as it is a standard and it's primarily supported by Khronos.

  • @OverbiteGames
    @OverbiteGames หลายเดือนก่อน +149

    These darn kids from 6 years ago with their slang and khronos making the docs stable

  • @freeottis
    @freeottis หลายเดือนก่อน +296

    ah yes, another very googleable name

    • @FrankHarwald
      @FrankHarwald หลายเดือนก่อน +32

      not to mention it's name collides with S-lang - another still existing general purpose scripting language.

    • @NicolasEmbleton
      @NicolasEmbleton หลายเดือนก่อน +9

      Haha. Good one 😂. Maybe "SlangLang" or "Slang shader lang" ? Definitely painful.

    • @jameso2290
      @jameso2290 หลายเดือนก่อน +20

      @@NicolasEmbleton They should call it Shlang, short for ShaderLanguage.

    • @triplezgames3882
      @triplezgames3882 หลายเดือนก่อน

      ​​@@jameso2290Too close to shlong, short for ShellLongtext

    • @nasfoda_gamerbrbigproducti5375
      @nasfoda_gamerbrbigproducti5375 หลายเดือนก่อน +2

      They really aren't creative lol

  • @HuangShengHong
    @HuangShengHong หลายเดือนก่อน +83

    After they invented GLTF, I ditched any other 3d file formats. Keep it up Khronos Group, unite the world with open standards.

    • @senkrouf
      @senkrouf หลายเดือนก่อน +4

      I found out 2 important things, 1st GLTF bearks your meshes based on UV and materials.
      2nd, For a game is better to write your own 3d file format that has what you need in the memory layout that you want. A python script for blender or a script on maya does the trick.

    • @senkrouf
      @senkrouf หลายเดือนก่อน +4

      and some would say that it is too hard, it is. but once you learn it, you have a lot of more power. The hardest thing is the serialization of keyframe interpolation and the solution is to use some polynomic/bezier compression algorithm for each keyframe

    • @kidmosey
      @kidmosey หลายเดือนก่อน +10

      Open standards that Apple can discard 2 years after adopting in favor of their own rebranded version

    • @Nothing_serious
      @Nothing_serious หลายเดือนก่อน +1

      USD from Pixar is way better than GLTF and I hope every engine adopts it.

    • @kidmosey
      @kidmosey หลายเดือนก่อน +5

      @@Nothing_serious OpenUSD seems more like a "big picture" composition/scene framework instead of being for individual assets. It might be a good format for game engine scene hierarchies.

  • @Exilum
    @Exilum หลายเดือนก่อน +32

    The LLVM exception basically says that if you compile/transpile code using it, the output is not under the Apache 2.0 license.
    That's to avoid the situation where every user of a compiler has to tell their own users that they used X compiler or transpiler in their build pipeline.

    • @chepulis
      @chepulis 27 วันที่ผ่านมา +3

      That sounds useful - Sent from my iPhone

  • @lack_of_awareness
    @lack_of_awareness หลายเดือนก่อน +42

    honestly just having a proper fucking LSP is a huge win

    • @azmah1999
      @azmah1999 หลายเดือนก่อน

      YEEEEEEEEEEEEEEEEES

    • @NihongoWakannai
      @NihongoWakannai หลายเดือนก่อน +2

      Yeah why has this been so hard for shader coding in the past

    • @buzzy4227
      @buzzy4227 หลายเดือนก่อน

      biggest reason ill be looking into this

    • @MadsterV
      @MadsterV หลายเดือนก่อน

      JIT is a bigger issue yeah

    • @thesenamesaretaken
      @thesenamesaretaken 6 วันที่ผ่านมา

      What utlility does an LSP bring to writing shaders?

  • @Monstylicious
    @Monstylicious หลายเดือนก่อน +4

    I discovered this a couple weeks ago and have been loving it. The automatic differentiation is a BEAUT(making an SDF renderer and that simplifies things a lot).

  • @jena_thornwyrd
    @jena_thornwyrd หลายเดือนก่อน +20

    When you started the video, I though "yeah yeah, another one that will be very moderately adopted, another day, another language" then you mentioned it was made from the Khronos Group, that's already awesome, but NVidia is behind it, the brand well known to be jerks about accessible source code and portability, and THAT !!! OH MAMA ! I suddenly have so much more hope, that, even them start to go toward "the right direction" (imho) !

    • @adeniranbalthazar5700
      @adeniranbalthazar5700 หลายเดือนก่อน +2

      nvidia is slowly lowering their barrier towards open source

    • @jena_thornwyrd
      @jena_thornwyrd หลายเดือนก่อน +6

      @@adeniranbalthazar5700 technically, yes, but that's a hair thin lowering

    • @TechJolt3d
      @TechJolt3d หลายเดือนก่อน +1

      @@jena_thornwyrd I read this as hair thinning lowering and I was so confused 💀

  • @ForCandor
    @ForCandor หลายเดือนก่อน +13

    I swear there's a new game changing programming language every time i open this app.

    • @TechJolt3d
      @TechJolt3d หลายเดือนก่อน

      I thought this wasn't new, just now under khronos group

    • @letronix6243
      @letronix6243 13 วันที่ผ่านมา +1

      yes.

  • @ar_xiv
    @ar_xiv หลายเดือนก่อน +36

    There’s a certain xkcd comic that comes to mind about competing standards but this seems cool anyway

    • @DragoniteSpam
      @DragoniteSpam หลายเดือนก่อน +4

      The wonderful thing about standards is how many of them there are to choose from!
      That said, after looking at this for about 5 seconds I'd use this over something like WGSL any day.

    • @TheRyulord
      @TheRyulord หลายเดือนก่อน +3

      Literally the first thing that popped into my head when I heard "one shader language to rule them all"

    • @Capewearer
      @Capewearer หลายเดือนก่อน +8

      Most misunderstood comic at all times.
      There's a drastical difference between proprietary "standard" and open standard, backed by lead developers of market.

    • @poetryflynn3712
      @poetryflynn3712 หลายเดือนก่อน +2

      @@Capewearer It's the right time for it too. OpenGL is being thrown out, and DirectX is slowly dying. It's time for something to replace GLSL and HLSL.

  • @921Ether
    @921Ether หลายเดือนก่อน +68

    I think shading languages are the least problematic thing when it comes to graphics programming

    • @iloveblender8999
      @iloveblender8999 หลายเดือนก่อน +2

      True, but still nice.

    • @liamdevlin1862
      @liamdevlin1862 หลายเดือนก่อน

      PREACH

    • @rohitaug
      @rohitaug หลายเดือนก่อน +11

      why is writing a shader transpiler easier than just using any graphics library? where did we go wrong?

    • @CarlosTonyHawn8
      @CarlosTonyHawn8 หลายเดือนก่อน +6

      Shaders situation is horrible wdym

    • @peterino2
      @peterino2 หลายเดือนก่อน +4

      @@CarlosTonyHawn8 lol relatively speaking its not as bad, and all the issues that come with shaders is a result of the graphics APIs themselves

  • @whendricso
    @whendricso หลายเดือนก่อน +23

    Finally, a sensible standard shader language. We needed this years ago.

    • @Kio_Kurashi
      @Kio_Kurashi หลายเดือนก่อน +11

      You had it years ago, apparently. At least according to other comments. 6 to be specific.

    • @safebox36
      @safebox36 หลายเดือนก่อน +2

      Thing is, we had OpenGL from the same group.
      And then they went ahead and created Vulkan which is still intended to replace it in future due to better performance.
      And then they've been working on Slang the past 6 years which was supposed to make it easier to compile from one language to any of the four main ones that every device, game engine, and GPU support.
      So it's not really a sensible standard, it's just making it easier to create new shaders for pre-existing languages.
      Without actually addressing any of the issues associated with having four competing languages that aren't cross-compatible.

  • @MrAlanCristhian
    @MrAlanCristhian หลายเดือนก่อน +5

    I like the concept of this language. It tries to solve real life problems, not theoretical or academic ones. And also it tries to standardize stuff. Always remember, standardization is better than perfection. Time will tell if it's good or bad.

  • @shadowlordalpha
    @shadowlordalpha หลายเดือนก่อน +7

    This honestly took them quite a while to come out with. They were probably hoping for glsl to revive but never happened

  • @heraclitoqsaldanha6133
    @heraclitoqsaldanha6133 หลายเดือนก่อน +2

    wgsl does exactly that, and before anyone says, yes, you can use wgsl without webgpu

  • @novantha1
    @novantha1 หลายเดือนก่อน +1

    !!! The Differentiability of Slang codebases is actually an unreal feature. I know that sounds like a small detail, but it’s actually potentially remarkable. There’s a lot of stuff you can do with that, depending on how hard you’re willing to specialize in machine learning… You could do RLHF to fine tune the work of your artists. Imagine how many times you’ve been on a team, and your artists have been like “Well, this doesn’t quite look right” without being able to put their finger on it, all of a sudden you can just back propagate it with RLHF. That’s absolutely crazy.

    • @scion911
      @scion911 หลายเดือนก่อน

      I absolutely agree, being able to auto diff inside the shader itself is very cool, I am building my own DSL compiler for different reasons but it also supports differentiable function (when function is more or less pure with no side effects). This is very hard to achieve.

    • @finesseandstyle
      @finesseandstyle หลายเดือนก่อน

      Yes I know some of those words

  • @Shodan-0101
    @Shodan-0101 หลายเดือนก่อน

    Incredible 🔥 Thanks for covering this Mike! 💪

  • @danieljenikovsky9455
    @danieljenikovsky9455 หลายเดือนก่อน +2

    Last time I used this it supported only vertex and fragment shader for vulkan spir-v, other kinds weren't implemented. It has been about half a year tho, so might be better now. Glsl compiler is much faster, so I am sticking with it for now.

  • @hirkdeknirk1
    @hirkdeknirk1 หลายเดือนก่อน +11

    As a 3D artist, I have to say I would like to have a colleague who is good at programming AND is also interested in making things look good. In any case, my own attempts at HLSL weren't very successful, so slang won't help me either. I prefer to stick with the graphical material editors in the game engines.

    • @RoadsideCookie
      @RoadsideCookie หลายเดือนก่อน

      Hi, am such a person. Sup?

    • @TechJolt3d
      @TechJolt3d หลายเดือนก่อน +2

      I remember hearing that shaders and graphics programming is the combination of art, math, and programming, which is a set of things that is rare to find in one person.

  • @JPRacer77Qc
    @JPRacer77Qc หลายเดือนก่อน +2

    Hey Mike just have a quick question for you: I know it's been a while now but what happened to your Mac? Initially you seemed happy with your purchase. What change?

    • @gamefromscratch
      @gamefromscratch  หลายเดือนก่อน +3

      Still use it. It's more my travel/outside computer and I've not got out that much. Also my PC got upgraded a year ago while my Mac is 3+ years old so I tend to flock to the shiny and new. Mac is mostly used when running on battery as that perf is leagues better than windows.
      Been hard to justify moving beyond the M1 but might be time for an upgrade soon.

  • @TheRealJman87
    @TheRealJman87 หลายเดือนก่อน +8

    This is just a remake of Cg, and I expect it to go about as well. We don't need yet another shading language that we have to learn. What we need (and already have) is a tool for converting a well-established shading language (e.g. HLSL) into other shading languages. We already have this. The DirectX Shader Compiler can output SPIR-V, and then SPIRV-Cross can convert SPIR-V to other formats such as GLSL for OpenGL and MSL for Metal.

    • @headlesschickenfarm
      @headlesschickenfarm หลายเดือนก่อน +1

      CG and HLSL are the same thing. CG was just the OpenGL implementation b nVidia and HLSL was the DirectX implementation by Microsoft.

  • @chuckocheret4115
    @chuckocheret4115 หลายเดือนก่อน +1

    Interesting to see integration with webgpu/wgpu and wgsl.

    • @fdwr
      @fdwr หลายเดือนก่อน +1

      Hope to see it replace WGSL, with WebGPU supporting a byte code more like WASM.

  • @SirusStarTV
    @SirusStarTV หลายเดือนก่อน +1

    The different things are different, so you need to constantly update "unified" language to comfort to all of them.

  • @braddabug8598
    @braddabug8598 หลายเดือนก่อน +1

    I want a "Slang in 100 seconds" video from Fireship.

  • @MrBrigadierArchived
    @MrBrigadierArchived หลายเดือนก่อน +1

    when all of my shaders are likely 4-6 lines each, this one is ok I guess

  • @Theraot
    @Theraot หลายเดือนก่อน +1

    Perhaps this can be a way to better transport materials across tools.

  • @syriuszb8611
    @syriuszb8611 หลายเดือนก่อน +3

    "We have 14 standards! That's ridiculous! We need to unify them under one standard!
    ...
    And now we have 15 standards!"
    I hope it will not end like this joke about standards.
    I wonder, how hard is it to use it now in for example Unity? If Slang compiles it to same language as unity shaders, then it should be doable without Unity's support? Probably without editor preview, but for builds it should work?

  • @chillyvanilly6352
    @chillyvanilly6352 25 วันที่ผ่านมา

    "administrative group behind [...] Vulkan renderer"...? what is that supposed to mean? There isn't a pre-defined ready-to-use rendering engine, but instead a standardised API to which other vendors (such as most prominently) like LunarG can make their own SDKs.

  • @luh034
    @luh034 หลายเดือนก่อน

    This is so exciting!

  • @_Yassir_
    @_Yassir_ หลายเดือนก่อน

    finally i can start learning to write shaders

  • @natan_amorim
    @natan_amorim หลายเดือนก่อน +16

    The title could be better, when I saw it I was like "yet another useless new toy" but I saw because I needed to empty my mind a bit, and is much more that "just another new language" I think the title is underselling way too much...

    • @gamefromscratch
      @gamefromscratch  หลายเดือนก่อน +17

      I can't win... I either clickbait or under sell... ;)

    • @natan_amorim
      @natan_amorim หลายเดือนก่อน

      @@gamefromscratch 🤣welp it's hard but I love your content, I hope the best for you

    • @azmah1999
      @azmah1999 หลายเดือนก่อน +7

      @@gamefromscratchIf you replaced “language” by “shader language”, it would have been perfect imho. You see new general purpose language pop up quite often, but that’s not the case for shader languages

    • @ultimaxkom8728
      @ultimaxkom8728 หลายเดือนก่อน +3

      @gamefromscratch You win by being clear, and _"Shader Language"_ is clearer. It's even less clickbaity too.

  • @Im_Ninooo
    @Im_Ninooo หลายเดือนก่อน +2

    0:17 don't forget glTF!

  • @Chronomatrix
    @Chronomatrix หลายเดือนก่อน

    Oh, great, yet ANOTHER thing to learn. Oh wait, a single language for all? This is HUGE.

  • @fdwr
    @fdwr หลายเดือนก่อน

    Can it replace WGSL (ick)? Hope so.

  • @CrimSimGrim
    @CrimSimGrim หลายเดือนก่อน +1

    Oh, the new slang language. My friends are fluent in it

  • @classicguy7813
    @classicguy7813 หลายเดือนก่อน

    Good explanation! I can also browser web, you need to compile more and python availabliitrs etc!

  • @Murderface666
    @Murderface666 หลายเดือนก่อน

    How does one use it in a visual studio project?

    • @TroutButter
      @TroutButter หลายเดือนก่อน +2

      Same way you would in any other environment, there's a header, a lib and dll. There's also an offline compiler as well.

  • @yanlucasdf
    @yanlucasdf หลายเดือนก่อน +1

    I hope this dosent become a "we have too many things, so lets make a thing that will unify all things, and at the end of the day the thing counter jut got a +1

  • @bloocheez3
    @bloocheez3 หลายเดือนก่อน

    You'll be hearing from The Shins' lawyers

  • @Matoro342
    @Matoro342 17 วันที่ผ่านมา

    Let me know when Slur launches.

  • @holexxoho
    @holexxoho หลายเดือนก่อน

    I wonder how it compares to wrappers like bgfx or diligent

    • @TroutButter
      @TroutButter หลายเดือนก่อน +4

      Apples and Oranges.

    • @holexxoho
      @holexxoho หลายเดือนก่อน

      @@TroutButter yeah honestly not sure why I was a bit slow to process it, for a bit I thought it also comes with a full API (I think some of the images where confusing, but then I got it)

  • @codersanInHoodie
    @codersanInHoodie หลายเดือนก่อน

    just put the links in the description bro I don't want to go to your website searching for it

  • @F00dstamp96
    @F00dstamp96 หลายเดือนก่อน

    What's up my fellow Slangers

  • @xade8381
    @xade8381 หลายเดือนก่อน

    it's much more than what TS is to JS

  • @andrzejkulakowski
    @andrzejkulakowski หลายเดือนก่อน

    I have faith in it.

  • @AhmadAli-kv2ho
    @AhmadAli-kv2ho หลายเดือนก่อน

    It also targets wgsl?

    • @Theraot
      @Theraot หลายเดือนก่อน +1

      Apparently. The article says "including SPIR-V for Vulkan, HLSL for Direct3D, GLSL for OpenGL, WGSL for WebGPU, and Metal Shading Language for Apple platforms."

    • @AhmadAli-kv2ho
      @AhmadAli-kv2ho หลายเดือนก่อน +1

      ​@@Theraot is the performance overhead known?i was considering learning wgsl

    • @Theraot
      @Theraot หลายเดือนก่อน +3

      @@AhmadAli-kv2ho I don't expect the overhead to be significant. Ultimately the driver has to compile the code to run on the GPU. So there won't be an overhead per line or something like that, which you might expect from an interpreted language.
      There is nothing wrong with learning wgsl. On one hand the knowledge and understanding of what are shaders good at, how the shader pipeline works and what they can and can't do, will transfer from one shading language to another. On the other, Slang is going to add a build step to the shaders. Plus, there is much more documentation and tutorials about wgsl (Although, looking at the documentation on slang, it is servicible).

  • @guai9632
    @guai9632 หลายเดือนก่อน

    they definitely didn't want you to find any info on their language online

  • @hightidesed
    @hightidesed หลายเดือนก่อน

    I was just praying the syntax didnt go in the python direction while watching the video

  • @jaysistar2711
    @jaysistar2711 หลายเดือนก่อน

    It seems like a step backwards. Cg stopped being supported, so, as you said, this is just a remake of Cg. It looks more C like, and less TypeScript, Rust, or Zig like. I'm going to stick with WGSL until some of that AI stuff seems useful, then, I'll probably make WGSL decorators to do it instead. ... Maybe not. I guess it's more important to have a defacto standard language for shaders than to have all personal preferences satisfied, but I thought that the point of WGSL was to abstract the differences in existing shader languages, so that a translator to platform specific shader languages could be made, which is what it sounds like this is doing. I guess it's all SPIR-V at the end of the day, so it doesn't matter what it is beforehand.

  • @AleksandarPopovic
    @AleksandarPopovic หลายเดือนก่อน

    It's really time for this something, special for developers who change game engine, and all have their s$#!

  • @skeleton_craftGaming
    @skeleton_craftGaming หลายเดือนก่อน +3

    What they need to do is they need to work on making it easier to write the code that runs the shaders...
    Cg probably died off because Nvidia started making slang

  • @Candlestickstudio
    @Candlestickstudio หลายเดือนก่อน

    I want to say.. we have tried this before.. was it Pixar.. or Autodesk.. someone was doing a open any file in any program.. I get this is shader based.. but still feels similar. 😅. It will be nice if we could all play along. Lol. Grab an asset from Unity and put it in Unreal by copy and pasting. Maybe even a converter for Unity c# to blueprints? And it just works. Haha.

  • @DevJeremi
    @DevJeremi หลายเดือนก่อน +2

    It looks like any other shader lang

    • @TroutButter
      @TroutButter หลายเดือนก่อน

      And that's a good thing as it's compatible with what's out there but can evolve and implement new features orders of magnitude quicker. Plus you only need one set of shaders that can be used for all APIs instead of shaders for each one.

    • @DevJeremi
      @DevJeremi หลายเดือนก่อน +2

      @@TroutButter Yes, but offical ancoument sounded like this would be something totally new.

  • @mr.shredder5430
    @mr.shredder5430 หลายเดือนก่อน

    very interesting

  • @nangld
    @nangld หลายเดือนก่อน +1

    Wake me up when we can write shaders in Haskell

    • @Theraot
      @Theraot หลายเดือนก่อน

      I had a look. It seems you can make compute shaders with a Haskell package called Obsidian. I also found a github project jaredloomis/andromeda that provides a DSL and makes GLSL under the hood (last update is from 6 years ago).

    • @johnckinect
      @johnckinect หลายเดือนก่อน +3

      I think Haskell is a bit too abstracted and high level. It's amazing we can use a C-like language and not assembly code.

  • @farsthary1984
    @farsthary1984 27 วันที่ผ่านมา

    There's too much standards out there, quick! let's create a new one to simplify them all

  • @FrankHarwald
    @FrankHarwald หลายเดือนก่อน

    Bad name - the name is colliding with the already existing S-lang (libslang), a scritping language by John E. Davis.

  • @snatvb
    @snatvb หลายเดือนก่อน

    looks like something that should have happened a long time ago

  • @AndrewBrownK
    @AndrewBrownK หลายเดือนก่อน +1

    first wgsl, now this
    UUGGHH
    idk how to choose

    • @SeanJMay
      @SeanJMay หลายเดือนก่อน +4

      WebGPU is a platform for running on top of the other GPU standards...
      You don't need to check which OS you are in and get the right window, and set up the right graphics API with the right shader language. If it's in the browser, the browser does the windowing. If it's somewhere else, you can use whatever cross-platform windowing tool you want, and hook WebGPU up to it, and it will figure out whether to run Vulkan or Metal or DX12 under the covers.
      slang isn't for running code on different operating systems without worrying. It's about writing code in one language that will spit out other languages that you can run on different operating systems.
      If you want to (or need to) hand-write the MacOS version and the Windows version and the Linux version of your app, and you want your shaders to be able to run in DX and Vulkan and Metal, even if you are writing all of the other platform code yourself, then Slang would let you do that.
      If you wanted to have both, then you could write Slang and spit out WGSL and run it in WebGPU... but they serve two different purposes (translating shaders, versus a universal GPU API).

    • @AndrewBrownK
      @AndrewBrownK หลายเดือนก่อน

      @@SeanJMay thank you for the extremely helpful explanation

    • @SeanJMay
      @SeanJMay หลายเดือนก่อน +2

      @@AndrewBrownK no worries.
      One quick addition:
      WebGPU isn't exactly "universal", in that you aren't going to get to use it over top of a console, any time soon (or ever, given the proprietary nature of the majority of them since the NES). Moreso, once everybody is caught up, it should be universal in terms of OSes with support for DX12 or Vulkan or Metal... and run on them, or any browser or webview or any windowing tool that can be hooked into by it.
      But as far as I am aware, slang also isn't going to help you spit out console code, either... at least, not directly... what Unity or Unreal do with it in the future, if they move that way... who knows... but that would be an extension to the standard, and would be locked away from anybody who doesn't have their own NDA or license with Nintendo, for instance.

  • @Beryesa.
    @Beryesa. หลายเดือนก่อน +3

    Khronos' open standards are so OP in comparison to Microsoft's monopolistic attractions :3

    • @maxrinehart4177
      @maxrinehart4177 หลายเดือนก่อน +2

      they are in totally different business, Khronos made because of the need for open graphical standard for different platforms.

    • @Beryesa.
      @Beryesa. หลายเดือนก่อน +1

      ​@@maxrinehart4177 you notice Microsoft owns a bunch of game companies, makes DirectX and xbox and has a fine hold on pc gaming right? Why would they bother with open standards when everyone supports theirs, totally against each other lol. Vulkan is always a second class citizen there.

    • @maxrinehart4177
      @maxrinehart4177 หลายเดือนก่อน +1

      ​​@@Beryesa. no vendors actually respect vulkan, Microsoft and xbox has directX, apple has metal, Sony Playstation has their own graphics apis, Nintendo use vulkan but i believe it's abstracting above their own api.

    • @Beryesa.
      @Beryesa. หลายเดือนก่อน +1

      @@maxrinehart4177 Only native on Linux and android I guess...

  • @dirtydevotee
    @dirtydevotee 25 วันที่ผ่านมา

    One of the worst names they could ever have come up with. "Slang language" is 2 billion entries in Google.

  • @Theraot
    @Theraot หลายเดือนก่อน +7

    xkcd 927

  • @thethruthchannel
    @thethruthchannel หลายเดือนก่อน

    Shut up and take my money!

  • @_gamma.
    @_gamma. หลายเดือนก่อน +1

    Now we wait for Godot support 👀

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls หลายเดือนก่อน +3

      Would either need to be a huge push from the community, or wait for someone to make an addon.

    • @alessandrolaconca
      @alessandrolaconca หลายเดือนก่อน

      I am using it in Godot for my project. The compiler compiles it to GLSL on save with a Visual Studio code Plugin

  • @Person-who-exists
    @Person-who-exists หลายเดือนก่อน +1

    missed chance to call it slanguage

  • @Mahm00dM0hanad
    @Mahm00dM0hanad หลายเดือนก่อน +2

    Just to clarify Slang for HLSL is just like C++ for C

  • @patlecat
    @patlecat หลายเดือนก่อน +1

    Leave it to scientists and engineers to find silly and stupid names for their products -_-

    • @emericlarochette
      @emericlarochette หลายเดือนก่อน +1

      You prefer what the marketing teams did with USB ?

    • @ahettinger525
      @ahettinger525 หลายเดือนก่อน +3

      @@emericlarochette Yes. At least I filter USB down to USB-releated stuff pretty easily. If I google "slang" I get nothing about this language... even if I google "slang language." It's an objectively awful name.
      Only real complaint with USB is the confusion about which USB is which. It's at least findable.

    • @patlecat
      @patlecat หลายเดือนก่อน

      @@emericlarochette they renamed it USA? LOL

  • @DiaanP10
    @DiaanP10 หลายเดือนก่อน

    South Africans probably thinking this is another pythonic language as slang is a snake🤣

    • @VectrexForever
      @VectrexForever หลายเดือนก่อน

      That originates from the Dutch word, which is the same

  • @DiThi
    @DiThi หลายเดือนก่อน

    If you want to target Vulkan, DX12 and Metal, in all platforms and all with a single shading language and a single API (with bindings for many languages), just use WebGPU. There's two native implementations (maybe more) and despite the name, the biggest advantage I see for it is outside the web.

  • @classicguy7813
    @classicguy7813 หลายเดือนก่อน

    there is no ai porting mentioned, are you kidding me?

  • @LostSoulNaMing
    @LostSoulNaMing หลายเดือนก่อน

    idk man sounds shady

  • @00jknight
    @00jknight หลายเดือนก่อน +3

    This is a deep cut that GFS brings to the masses. As a high level game dev, this channel is great.

  • @Uhfgood
    @Uhfgood หลายเดือนก่อน

    I used to live in Oregon back in 2013. I wish we could drive all the woke off of the west coast, so I could go back 😕

  • @bonnymich
    @bonnymich หลายเดือนก่อน

    dude how you do that? so fast wtf xD what in the heck keywords are you typing and you're learning all the engine top news?

    • @lpnp9477
      @lpnp9477 หลายเดือนก่อน

      RSS

    • @poleve5409
      @poleve5409 หลายเดือนก่อน

      RSS

  • @ddrr6401
    @ddrr6401 หลายเดือนก่อน +1

    slang is not good my mom said that :(

  • @legendaryredfox
    @legendaryredfox หลายเดือนก่อน +3

    It seems... shady... (I'll see myself out)

    • @lpnp9477
      @lpnp9477 หลายเดือนก่อน +3

      Slang Shady, my favorite rapper

  • @jean-michelgilbert8136
    @jean-michelgilbert8136 หลายเดือนก่อน

    Oh no! Khronos took over Slang. This is going to kill the language.

  • @nickgovier
    @nickgovier หลายเดือนก่อน

    That’s not how Cg worked

  • @GreyDeathVaccine
    @GreyDeathVaccine หลายเดือนก่อน

    I hope it doesn't f.uck AMD cards.

  • @legice
    @legice หลายเดือนก่อน

    Great idea, but that is such a shit name to google...

  • @Volt-Eye.
    @Volt-Eye. หลายเดือนก่อน

    Now 10 yrs experience needed in Slang. 😂😂😂

  • @otso648
    @otso648 หลายเดือนก่อน

    xkcd 927
    heheheheheh

  • @tlacmen
    @tlacmen หลายเดือนก่อน

    i give it one month. i suspect thats how soon apple will reject it..

    • @gamefromscratch
      @gamefromscratch  หลายเดือนก่อน +8

      Apple doesn't really have a say, as it compiles down to Metal in the end anyways.

    • @DemiSupremi
      @DemiSupremi หลายเดือนก่อน

      @@gamefromscratch Apple with make it so if you compile Metal shaders with Slang they will summon Nintendo's assassins to your door the very next time Maxamillion Planck generates a new frame for the universe.

  • @lillybyte
    @lillybyte หลายเดือนก่อน +1

    Khronos doing yet something else that won't be an industry standard. Unsurprising.

    • @maxrinehart4177
      @maxrinehart4177 หลายเดือนก่อน +3

      vulkan and gltf already industry standard.

  • @andreagalet3192
    @andreagalet3192 หลายเดือนก่อน +1

    Please install a dark reader extension😁

  • @itsalwaysme123
    @itsalwaysme123 หลายเดือนก่อน

    Take a breath homie

  • @ShaulKedem
    @ShaulKedem หลายเดือนก่อน +2

    Remember this? en.wikipedia.org/wiki/Fahrenheit_(graphics_API)

  • @channel11121
    @channel11121 หลายเดือนก่อน +1

    XKCD 927

  • @Saltovka_Scientist
    @Saltovka_Scientist หลายเดือนก่อน

    Learn ... relearn, learn .... relearn, learn .... relearn, get replaced with gay muslim "girl" and her AI