OK here is my big announcement. For the past couple years I've been working on a rapid prototyping and development platform for real time rendering.
TL;DR - use nodes in a node graph to string together compute shaders, ray gen shaders, draw calls, etc. View it in a viewer that supports hot reloading. When you are done, generate code that would pass a code review. (Currently only DX12 code gen is public. More coming in future!)
https://github.com/electronicarts/gigi
GitHub - electronicarts/gigi: A framework for rapid prototyping and development of real-time rendering techniques.

A framework for rapid prototyping and development of real-time rendering techniques. - electronicarts/gigi

GitHub
@demofox Looks awesome! I just watched the tutorial, great stuff!
I feel it would have saved me so much time prototyping my simple particles system mesh shader. (I had to write the whole vulkan thing) Question, does it support mesh shaders?
@mzyanide yeah it supports mesh shaders :)
Check out Techniques/UnitTests/MeshShaders/ for examples
@demofox Noice! Gonna take a look
@mzyanide btw I just put together what particle system you meant. I was looking at that earlier thinking "wow, wtf that is a lot of particles"
@demofox Haha! Thanks! Well, the power of spawning geometry and pushing it straight to the rasterizer.