The Assisted Graphics Engineering Toolset (A.G.E.) is actually my old concept called ShaderNode. It’s basically a node based remixer for GLSL in a function tree…
But in A.G.E, it has multiple output.
There are a few reasons I build shader node / AGE system
- GLSL is hard to Guess the Output with just code. 
- GLSL is new to a lot of Web / JS Developers. a Modular System may help things out. 
- At the early stage of GLSL market, it is quite hard to debug because all you got is a Blank Screen when there’s a small bug. But fortunately, thanks to Three.JS’s error debug line system. It’s easier now to debug. But there’s always space for improvement for everything in life. 
- Normal Setup don’t have live update for GLSL per keystroke. You may rely on third party plugin of chrome or use fire fox debugger. 
- Setup GLSL execution isn’t as easy as a simple web page visit. 
- Execution Isolation for debugging and for basic profiling, when we disconnect the module, it wont be executed or even included into execution environment. 
- DataType for Arguments / IO of Module. Avoids typing mistake of argument type. 
I would love to have a call for dialogue for your way of composing GLSL. Please let me know...
- How do you write glsl? do you use any software to assist the development process of glsl?
- What’s your creative process for developing GLSL?
- What do you think I should try to code / explore the possibility of development experience.
 
 
              

 
    
Top comments (0)