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With wgpu, you can use wgsl as modern shader language at the same time |
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The reason for not using WGPU is the same as not using BGFX, Google Filament etc. This will create a dependency to an external tool/project. These dependencies are fine as long as they are created only on a small part of the code-base. However a large part, such as Rendering, is way too much work to refactor/rewrite when there's a problem on the dependent external code. Having your own rendering abstraction/framework also provides me the ability to customize/improve/enhance as much as I want as well as fix bugs a lot more quickly. |
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Continue #56 topic
I think you may know that, just to clarify, wgpu is low-level as Vulkan, metal, DX, etc
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