I used Codex for writing a simple API similar to my blog post with latest Vulkan extensions and Slang. AI wrote lots of PIMPL classes in the API with unique pointers and exceptions. There was also a user visible Buffer class instead of pure GPU-pointer API (that class internally allocated its own VkMemory). Command buffer recording also internally created a command pool every frame. It also listed images in the barriers and flushed mapped ranges. Didn't understand that we REQUIRE unified image layout extension and PCI-E ReBAR or UMA with coherent CPU visible GPU memory.
After a dozen of iterations the API starts looking good. You still need a senior expert for this work. AI can speed up your work, but AI alone does a horrible work. Even with massive initial prompt and 50-page blog post as design document.
At what point do we accept that web and C# apps were a mistake? I haven't seen a single one, ever, in my life, that's responsive, fast, and uses resources like they aren't unlimited. It's not funny, it affects daily work, it makes everyone lose a ton of time. 6 shameful seconds
I am looking for full-time work starting October.
I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits.
DMs open. RTs appreciated!
@SebAaltonen Something like this would be awesome. Would solve the whole material classification fiasco you need to go through with V-Buffer, it would eliminate the need for SBTs/Uber-shader approaches for RT reflections/ReSTIR etc. Shader graph/custom materials could work for raster AND RT
@SebAaltonen One thing I'd love to see in a new shading language and API is the concept of shader function pointers -- they respect a certain signature (return type, parameters), and instead of SBT madness, you can assign a BLAS instance a pointer to a GPU function
@SebAaltonen@kenhu07 I genuinely don’t know why D3D12/Vulkan are still lagging behind. When designing my FOSS RHI, AGFX, mapping D3D12/Vulkan barriers to Metal4 was just stupid and honestly gives suboptimal perf on there too. Hoping D3D13/Vulkan 2.0/Metal 4.? changes things if they ever come!
@SebAaltonen@kenhu07 Very good stuff. Wish I could’ve attended the talk. Dealing with modern APIs is so frustrating! No GAPI would not only be easier for AAA but also make the entry barrier for graphics so much easier for newcomers/indies/custom engine devs. Maintaining 3+ backends is a nightmare
SIGGRAPH 2026: ARM Moving Mobile Graphics slides are public!
Includes my presentation:
Reducing graphics API complexity: A clean slate API design for modern hardware
https://t.co/JdARZKH3Mx