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---
title: "Also run-from GPU-side editing tools for shader source and bind everything table"
author: "NOTimothyLottes"
handle: "@NOTimothyLottes"
post_url: "https://x.com/NOTimothyLottes/status/1951347512088088657"
post_id: "1951347512088088657"
timestamp: "2025-08-01 18:21:15"
post_count: 5
reply_count: 2
repost_count: 0
like_count: 17
view_count: 963
---
# @NOTimothyLottes — Also run-from GPU-side editing tools for shader source and bind everything table
## Post 1 (2025-08-01 18:15:07)
At least for my next at home project, I think the right answer is a building it from assembly scratch series on video with a public domain release of the 'engine' which will be a live edit toy for hardcore GPU-side PC game dev in certain constraints [which keep it simple]
## Post 2 (2025-08-01 18:18:39) — reply to Post 1
It won't require RT, but it also won't run on Intel iGPUs [to low binding limits, etc]. Memory model will be 'CART' style where you get the a RAM CART [buffer] in memory which gets state snapshot, followed by dynamic GPU memory which is not snapshotted
## Post 3 (2025-08-01 18:21:15) — reply to Post 2
Also run-from GPU-side editing tools for shader source and bind everything tables. And build-the-editors-in-it style. Which load/store to the CART. So it won't be for people who want TBs of giant team gen content, but rather sized for what a single person could pull off
## Post 4 (2025-08-01 20:06:53) — reply to Post 3
@NOTimothyLottes Looking forward to it, what do I bookmark?
## Post 5 (2025-08-01 20:25:38) — reply to Post 3
@NOTimothyLottes Sounds super interesting!