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It's a bit of a question about what kind of GPU programming we speak about.

Like you have complex GPGPU programs which have nothing anymore to do with graphics, programming of Graphics (shaders) and using programming for Graphics to do GPGPU (roughly).

In the later two cases you might want a shader language but in the first case you might want something more "general purpose".

And I mean tracking down wrong computations due to soundness issues or similar is still a gigantic pain in GPGPU.

And the absence of code level abstraction mechanisms is a problem with many shader languages, too.

But I still agree that I don't expect rust succeeding there, but it would be nice and it has the potential to at least get some niche success.



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