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Meeting 2020-10-08 #46

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repi opened this issue Oct 1, 2020 · 2 comments
Closed

Meeting 2020-10-08 #46

repi opened this issue Oct 1, 2020 · 2 comments
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t: meeting Meeting agendas & minutes

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@repi
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repi commented Oct 1, 2020

Previous meeting: #39

Meeting agenda: Discuss project scope overall and go/nogo for next phase(s)

(add links to issues and material for everyone to readup on beforehand)

  • Overview of reasons for the project to exist, and "levels"/milestones/roadmap: Roadmap, milestones, and functionality levels #47. Good to read beforehand, it's a lot.
  • After go/nogo, reaffirm our requirements before open-sourcing, and anything the community team can start on now to prepare for that. (@arirawr)
@repi repi added the t: meeting Meeting agendas & minutes label Oct 1, 2020
@repi
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repi commented Oct 14, 2020

Meeting notes

Participants

Minutes

Project overview discussion

  • Went through and discussed the "feature levels" and overall status of the project (Roadmap, milestones, and functionality levels #47)

    • Level 1 = basically done 🎉
  • New ways of exposing compute will be very exciting!

    • "Both GLSL & HLSL ecosystems are stifled, Rust would be awesome" - anonymous
    • @Tobski wanted this for a while
  • External users would primarily get value of it once we reach Level 3 (it is friendly to use), but could open source earlier also to start engaging and hopefully get more collaborators as well

  • Group decision: Let's Go, continue to work and bring up next level with shaders in Ark! (Embark's internal engine)

People & resourcing

  • What do we need to continue the work effectively and scale up development and take on Level 2 support (Roadmap, milestones, and functionality levels #47)?

  • Need help on "language design" and adaption as well

    • Not just compiler backend which @khyperia is focusing on
    • To do things properly you need both GPU shading design and language/compiler design experience, which is very hard to find. But also very interesting/attractive area!
    • @Tobski can help a bit. This will be tricky
  • What we need the most:

    • Dev full time on build system ("Build system" #48) and shader library, parallel work to the compiler backend
    • Additional compiler dev, that can make language design decisions. Offload @khyperia
  • Discussed potential collaborators or people we can engage with or contract/hire

  • New devs joining Embark soon!

    • @termhn - internship focusing on Rust GPU project! 2016-10-26
    • @XAMPPRocky - open source dev / dev community, 2020-10-12
    • @lipl - open source dev / compiler experience from Gleam, 2020-10-19
  • Start looking for additional compiler-experienced engineer, full-time or contract (remote is fine)

    • Gather contacts / people of interest, esp. in Rust & GPU communities, and start reaching out to them @repi
    • Sketch out "Compiler Engineer" job ad would be excellent to have posted when we open source the project (Open source repo & project #55)! @khyperia

Going open source

  • Discussion: When to release?

    • @khyperia: Would be comfortable open sourcing soon after basic build system ("Build system" #48) works well enough
    • @repi: As long as repo is in good shape and we have a buildable example (Good project onboarding experience #28) and we are committed to the project (which we decided today), we could open up early and soon!
    • @arirawr: Pretty comfortable with it right now, good docs!
    • We have multiple new people joining soon with dev community experience that can help manage and supporti t also.
    • Already have a first small easy to run example, just 1 day of cleanup. So ahead of RLSL in first usage experience
  • TODOs discussed (move/merge to Open source repo & project #55)

    • Sketch out more on build system & what it involves, and how much work it is ("Build system" #48) - @khyperia
    • Fix and clean up docs. @arirawr will go through it after, and test running
    • Communicate clearly our phase and level of support + version (0.1?) in the readme for everyone. Set expectations
    • Write more of details and wants to get to level 2
  • Decided that we want to make the GitHub repo and the Discord channel public at the same together, easiest. Then we start working in the open fully.

  • Decided we want to release as soon as possible, within the next week or two! 🚀 Tracked in Open source repo & project #55

Other topics

  • Briefly discussed faster paths to language bindings, potentially using bindless
    • Would simplify things if we could make the decision
    • Would work well on desktop, but mobile is problematic
    • @Jasper-Bekkers: Almost no support for bindless on Android, ~1.7% of users
    • Let's avoid not require it for now, but re-evaluate later on

@repi repi mentioned this issue Oct 14, 2020
@Tobski
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Tobski commented Oct 15, 2020

"Both GLSL & HLSL ecosystems are stifled, Rust would be awesome" - anonymous

I think that was me as well 😅 Otherwise minutes LGTM 👍

@repi repi mentioned this issue Oct 21, 2020
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