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.
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.
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.
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
@@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.
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.
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).
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) !
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.
Most misunderstood comic at all times. There's a drastical difference between proprietary "standard" and open standard, backed by lead developers of market.
@@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.
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.
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.
!!! 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.
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.
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.
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.
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.
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?
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.
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.
"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?
"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.
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...
@@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
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
@@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)
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 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).
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.
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
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.
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.
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).
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 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.
@@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.
@@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.
@@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.
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.
@@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.
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In game development every programming language is literally a game changer.
ba dum tsss
lol
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.
@@theevilcottonball How long until we can excpect Doom in Brainfuck?
@@Kenionatus The Brainfuck interpreter is not released yet. What should I call the language Brainfuck++?
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.
Wich is awesome 👍
neat, hope it's actually good
interesting! which emulators are using Slang do you know?
Why do emulators use it in particular?
@@gwentarinokripperinolkjdsf683 I think because it's convenient as it is a standard and it's primarily supported by Khronos.
These darn kids from 6 years ago with their slang and khronos making the docs stable
ah yes, another very googleable name
not to mention it's name collides with S-lang - another still existing general purpose scripting language.
Haha. Good one 😂. Maybe "SlangLang" or "Slang shader lang" ? Definitely painful.
@@NicolasEmbleton They should call it Shlang, short for ShaderLanguage.
@@jameso2290Too close to shlong, short for ShellLongtext
They really aren't creative lol
After they invented GLTF, I ditched any other 3d file formats. Keep it up Khronos Group, unite the world with open standards.
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.
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
Open standards that Apple can discard 2 years after adopting in favor of their own rebranded version
USD from Pixar is way better than GLTF and I hope every engine adopts it.
@@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.
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.
That sounds useful - Sent from my iPhone
honestly just having a proper fucking LSP is a huge win
YEEEEEEEEEEEEEEEEES
Yeah why has this been so hard for shader coding in the past
biggest reason ill be looking into this
JIT is a bigger issue yeah
What utlility does an LSP bring to writing shaders?
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).
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) !
nvidia is slowly lowering their barrier towards open source
@@adeniranbalthazar5700 technically, yes, but that's a hair thin lowering
@@jena_thornwyrd I read this as hair thinning lowering and I was so confused 💀
I swear there's a new game changing programming language every time i open this app.
I thought this wasn't new, just now under khronos group
yes.
There’s a certain xkcd comic that comes to mind about competing standards but this seems cool anyway
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.
Literally the first thing that popped into my head when I heard "one shader language to rule them all"
Most misunderstood comic at all times.
There's a drastical difference between proprietary "standard" and open standard, backed by lead developers of market.
@@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.
I think shading languages are the least problematic thing when it comes to graphics programming
True, but still nice.
PREACH
why is writing a shader transpiler easier than just using any graphics library? where did we go wrong?
Shaders situation is horrible wdym
@@CarlosTonyHawn8 lol relatively speaking its not as bad, and all the issues that come with shaders is a result of the graphics APIs themselves
Finally, a sensible standard shader language. We needed this years ago.
You had it years ago, apparently. At least according to other comments. 6 to be specific.
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.
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.
This honestly took them quite a while to come out with. They were probably hoping for glsl to revive but never happened
wgsl does exactly that, and before anyone says, yes, you can use wgsl without webgpu
!!! 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.
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.
Yes I know some of those words
Incredible 🔥 Thanks for covering this Mike! 💪
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.
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.
Hi, am such a person. Sup?
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.
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?
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.
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.
CG and HLSL are the same thing. CG was just the OpenGL implementation b nVidia and HLSL was the DirectX implementation by Microsoft.
Interesting to see integration with webgpu/wgpu and wgsl.
Hope to see it replace WGSL, with WebGPU supporting a byte code more like WASM.
The different things are different, so you need to constantly update "unified" language to comfort to all of them.
I want a "Slang in 100 seconds" video from Fireship.
when all of my shaders are likely 4-6 lines each, this one is ok I guess
Perhaps this can be a way to better transport materials across tools.
"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?
XKCD is on point.
"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.
This is so exciting!
finally i can start learning to write shaders
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...
I can't win... I either clickbait or under sell... ;)
@@gamefromscratch 🤣welp it's hard but I love your content, I hope the best for you
@@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
@gamefromscratch You win by being clear, and _"Shader Language"_ is clearer. It's even less clickbaity too.
0:17 don't forget glTF!
Oh, great, yet ANOTHER thing to learn. Oh wait, a single language for all? This is HUGE.
Can it replace WGSL (ick)? Hope so.
Oh, the new slang language. My friends are fluent in it
Good explanation! I can also browser web, you need to compile more and python availabliitrs etc!
How does one use it in a visual studio project?
Same way you would in any other environment, there's a header, a lib and dll. There's also an offline compiler as well.
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
You'll be hearing from The Shins' lawyers
Let me know when Slur launches.
I wonder how it compares to wrappers like bgfx or diligent
Apples and Oranges.
@@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)
just put the links in the description bro I don't want to go to your website searching for it
What's up my fellow Slangers
it's much more than what TS is to JS
I have faith in it.
It also targets wgsl?
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."
@@Theraot is the performance overhead known?i was considering learning wgsl
@@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).
they definitely didn't want you to find any info on their language online
I was just praying the syntax didnt go in the python direction while watching the video
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.
It's really time for this something, special for developers who change game engine, and all have their s$#!
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
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.
It looks like any other shader lang
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.
@@TroutButter Yes, but offical ancoument sounded like this would be something totally new.
very interesting
Wake me up when we can write shaders in Haskell
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).
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.
There's too much standards out there, quick! let's create a new one to simplify them all
Bad name - the name is colliding with the already existing S-lang (libslang), a scritping language by John E. Davis.
looks like something that should have happened a long time ago
first wgsl, now this
UUGGHH
idk how to choose
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).
@@SeanJMay thank you for the extremely helpful explanation
@@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.
Khronos' open standards are so OP in comparison to Microsoft's monopolistic attractions :3
they are in totally different business, Khronos made because of the need for open graphical standard for different platforms.
@@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.
@@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.
@@maxrinehart4177 Only native on Linux and android I guess...
One of the worst names they could ever have come up with. "Slang language" is 2 billion entries in Google.
xkcd 927
Shut up and take my money!
Now we wait for Godot support 👀
Would either need to be a huge push from the community, or wait for someone to make an addon.
I am using it in Godot for my project. The compiler compiles it to GLSL on save with a Visual Studio code Plugin
missed chance to call it slanguage
Just to clarify Slang for HLSL is just like C++ for C
Leave it to scientists and engineers to find silly and stupid names for their products -_-
You prefer what the marketing teams did with USB ?
@@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.
@@emericlarochette they renamed it USA? LOL
South Africans probably thinking this is another pythonic language as slang is a snake🤣
That originates from the Dutch word, which is the same
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.
there is no ai porting mentioned, are you kidding me?
idk man sounds shady
This is a deep cut that GFS brings to the masses. As a high level game dev, this channel is great.
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 😕
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?
RSS
RSS
slang is not good my mom said that :(
It seems... shady... (I'll see myself out)
Slang Shady, my favorite rapper
Oh no! Khronos took over Slang. This is going to kill the language.
Why do you think that?
That’s not how Cg worked
I hope it doesn't f.uck AMD cards.
Great idea, but that is such a shit name to google...
Now 10 yrs experience needed in Slang. 😂😂😂
xkcd 927
heheheheheh
i give it one month. i suspect thats how soon apple will reject it..
Apple doesn't really have a say, as it compiles down to Metal in the end anyways.
@@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.
Khronos doing yet something else that won't be an industry standard. Unsurprising.
vulkan and gltf already industry standard.
Please install a dark reader extension😁
Take a breath homie
Remember this? en.wikipedia.org/wiki/Fahrenheit_(graphics_API)
XKCD 927
Learn ... relearn, learn .... relearn, learn .... relearn, get replaced with gay muslim "girl" and her AI