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Finding your home in game graphics programming

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Re: Finding your home in game graphics programming

#43
For learning the basics of GPU programming Metal is a great API to start, especially if you come from a C++ background. It’s clean, straightforward, ergonomic, relies on same old concepts like pointers, references and templates and does not require you to jump through weird hoops like DX12 or Vulkan. And once you understand the concepts it’s easy to move to any API.

Re: Finding your home in game graphics programming

#44

So many words and not one single mention of ray tracing, that's pretty disappointing. As someone who's spent basically their entire career in offline rendering, it never fails to surprise me how many people think that using someone else's API is the alpha and the omega of GP.

What should the article have included about ray tracing to be complete?

Re: Finding your home in game graphics programming

#45
I disagree, if you stop chasing infinite progress it's very managable. As hardware peaks now it's the perfect occasion to settle on something older and make a stand there.

They can deprecate it all they want they wont be able to remove it, in fact they will probably maintain and improve it for eternity.

I have choosen OpenGL (ES) 3 and I'm making my 3D action MMO client on top of that.

Metal, Vulkan and DX12 bring nothing of gameplay value to the table, it's "visual only" embarrasingly parallelizable problems they help with; which increases motion-to-photon latency in most cases.

The fragmentation is a sign of desperation.

Re: Finding your home in game graphics programming

#46
post #44

So many words and not one single mention of ray tracing, that's pretty disappointing. As someone who's spent basically their entire career in offline rendering, it never fails to surprise me how many people think that using someone else's API is the alpha and the omega of GP.

What should the article have included about ray tracing to be complete?

Not only is ray tracing the future of rendering, it's by far the best way to learn basic graphics programming theory, in 100% your own tiny code.

I've literally taught a 12 year old this way from absolute scratch, and have been teaching it this way for over 20 years now; it's a bajillion times more upfront complexity to do a rasterisation engine from scratch, so in practice almost nobody does this, and we're back to using someone else's code / silicon to draw your pixels.

All this is quite apart from the massive recent development of hardware ray tracing. Eventually your OpenGL driver will be emulating rasterisation on modern ray tracing hardware, because there's just no getting around the fundamental need for ray tracing to make progress in CG. All credit to Nvidia for going in big on ray tracing, to the point where many young people apparently think they invented it, RTX On etc..

It's in my opinion ridiculous for an article that purports to talk about GP in general to have exactly zero mentions of ray tracing, and nonzero usage of the phrase "full stack".

Re: Finding your home in game graphics programming

#48
post #44

Earlier quoted context omitted.

What should the article have included about ray tracing to be complete?

Not only is ray tracing the future of rendering, it's by far the best way to learn basic graphics programming theory, in 100% your own tiny code. I've literally taught a 12 year old this way from absolute scratch, and have been teaching it this way for over 20 years now; it's a bajillion times more upfront complexity to do a rasterisation engine from scratch, so in practice almost nobody does this, and we're back to…

interesting. do you have a go-to resource for how you would recommend somebody learning RT?

Re: Finding your home in game graphics programming

#49
post #33
post #2

Indeed the author has caught on that graphics is now much wider. Yet his post still focuses on the APIs. A bias he admits to. APIs are the easy part of graphics programming. Now perhaps I say that out of bias, as I focus on shaders and artist work pipelines. The author focuses on APIs and thus reached for a simpler API as a teaching on ramp, while I would new learners run the other way and learn the basics of blender…

IMO the article is better advice than the parent comment. Learning from Unreal or even Godot to write a basic renderer is pretty wild. It would be like telling someone who wants to make a model rocket that they should study the Falcon Heavy. Making a basic renderer in c++ is orders of magnitude simpler then trying to deconstruct a game engine that(according to google search) has over 2million lines of code.

If you want to be a rocket engineer indeed the Falcon Heavy is a better study reference than making a fresh design in your backyard.

The hard part if learning is figuring out what you do not know. The easy part is reading a tutorial or API documentation.

Re: Finding your home in game graphics programming

#50
post #49
post #33

Earlier quoted context omitted.

IMO the article is better advice than the parent comment. Learning from Unreal or even Godot to write a basic renderer is pretty wild. It would be like telling someone who wants to make a model rocket that they should study the Falcon Heavy. Making a basic renderer in c++ is orders of magnitude simpler then trying to deconstruct a game engine that(according to google search) has over 2million lines of code.

If you want to be a rocket engineer indeed the Falcon Heavy is a better study reference than making a fresh design in your backyard. The hard part if learning is figuring out what you do not know. The easy part is reading a tutorial or API documentation.

Well, some people think failure is the best teacher. As an example the first generation of german rocket engineers whose work culminated in Saturn V and thus enabling the first moon landings basically started from scratch.
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