And this is also when that one millisecond of CPU time when doing stuff really starts to matter, because this is a millisecond of CPU time on an M1 Max, not on a crappy Android chip that is in a VR headset. So that one millisecond that I showed you, you should multiply by 10 to have your full application domain for other devices. And so, you know, don't think that I'm over-optimizing that one millisecond. It's actually the space you have to reach your entire audience.
So yeah, I think that is the end of my talk. I think we can move to questions. Yay, questions. We have a few, so that's good. Okay. People also can still, you know, send their questions. If you have burning ones, and you were just waiting for the talk to end, to type in your questions.
I really love the question that is... Oh, did it go away now? Ah, yeah. So do you get to work on this full-time, or is there a sponsor or company behind? So for the first many years, I did consulting, and I did this as an iterative cycle every I restarted six times. More recently, when I started working with my co-founders, we have an angel-funded startup situation. But it's, yes, full-time. Full-time? Wow. Yeah. That's really cool. Any plans to donate it to a foundation at one point? Absolutely. I mean, this is an open-source stack, right? The only thing that we're going to commercialize is the design tool that sits on top of it. All of the libraries, all the dependencies, are going to be unencumbered MIT so that everything you build with this, you can pick any license you want, you know? So as this becomes popular and successful, hopefully, then we can definitely use one of those constructs that many open-source projects use. Super. Very interesting. I hope that answers the question from the person who asked. Is it also possible to import 3D models or textures from Blender, for instance? That's definitely like a higher-level tool. Yes, absolutely, but someone has to write the importer. It's a custom render stack with a shader model that is unified across all platforms. So it's not GLSL. It's something that looks like GLSL, semantically GLSL, but it cross-compiles to all the backends, Metal, HLSL, and WebGL, and in the future also WSL.
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