They also talk about recreating slicer software (using the Unreal engine).
It's a lot easier to write the software for an SLS machine than an FDM machine, I wouldn't count that as a concern honestly. You no longer need to worry about specific paths, number of perimeter layers, overhangs, or any of that kind of stuff. It radically simplifies the problem space, so it's not unreasonable for someone to throw together an MVP of an entirely new slicer for SLS in a few weeks.
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It's a lot easier to write the software for an SLS machine than an FDM machine, I wouldn't count that as a concern honestly. You no longer need to worry about specific paths, number of perimeter layers, overhangs, or any of that kind of stuff. It radically simplifies the problem space, so it's not unreasonable for someone to throw together an MVP of an entirely new slicer for SLS in a few weeks.