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What to learn to be a graphics programmer

blog.demofox.org

201–210 of 251 posts

Re: What to learn to be a graphics programmer

#201
post #170

Graphics programming in games is like playing the guitar. It's cool, but everybody wants to do it. Make the bold choice. Be a game network programmer. Nobody wants to do it, it's really hard and it kinda sucks. Play the accordion :)

Any resources? It actually sounds more interesting to me since hearing about Rollback Netcode. Any front-end thing always gives me headache anyway.

This is a good place to start: https://github.com/0xFA11/MultiplayerNetworkingResources

Re: What to learn to be a graphics programmer

#202
post #168

Earlier quoted context omitted.

> This is why most indy games now are 2D. That's do-able. Often in HTML/JavaScript. Most indie games are definitely not in HTML/JavaScript unless you count vibe coded ones.

I can't speak to "most", but the incredible CrossCode displays the HTML5 shield on startup, so indie games on the web stack do exist and can be amazing.

Yeah the browser is sadly underused, especially for indie games. Js is plenty fast for most indie games, there are a ton of libraries, dev tooling is good, and all the APIs you could ever need are wired in. There's also an 'escape hatch' with WebAssembly for better performance when you need it.

Re: What to learn to be a graphics programmer

#203

Earlier quoted context omitted.

> I can spot a unity or unreal game from miles away. They have a smell if you will that is very hard to escape. Confirmation bias. Are you saying Hollow Knight, Cities: Skylines and Escape from Tarkov have the same kind of "smell"? It's as ridiculous as saying that you can spot a SaaS written in Rust from miles away.

For 2D games I can usually tell if it is made in Unity, and I don’t even develop with Unity. Hollow Knight for instance does not get me immersed like I do for Celeste or Bolatro. When I look at Hallow Knight I see moving animated sprites instead of characters, and it’s like that for the majority of 2D Unity games for me.

When you look at Super Mario World, do you see moving animated sprites?

Re: What to learn to be a graphics programmer

#204

Earlier quoted context omitted.

Agree with almost all of that. Unless you are targeting some obscure or old platform, I don't even know how you'd justify trying to write a 3D engine from scratch in 2026, except as a fun learning experience. Also, think about tooling. Last time I wrote an engine from scratch, the tooling to support it probably took way more time than the engine did.

AI changes this a lot. You can realistically get a featured 3d engine+editor up and running in a couple week with AI, working solo. Probably better than what Godot or even Unity gives you. Also AI is very good at editor/tooling stuff, I've even found it getting better at graphics programming stuff, just telling it to 1-shot implementing gpu occlusion culling, ddgi probes, taa, etc. type of features. Also for stuff li…

What is the advantage of asking AI to build an engine cloning these existing engines, vs just using these existing engines.

Re: What to learn to be a graphics programmer

#205

Do you want to make games, or do 3D engine programming? If you want to make games, use an existing engine. Unreal Engine, Unity, Godot, and Bevy are good choices. You'll learn the higher level issues of graphics, not how to push pixels around. The real problem is making it fun. If you want to do 3D engine programming, be aware that there are too many bad game engines. In Rust land, where I am, there are three failed…

Games industry might suck on average, but I'd argue that graphics programming niche does not. There are lots more users of graphics than games, like visualization, simulation, etc. Coupled with the fact that good graphics programmers are extremely rare, it's a surprisingly good career. This is in very stark contrast to game developers, artists and so on, which seem to have much harder time getting good quality jobs. Of course, both job market supply and demand is small, so changing jobs might not be easy.

I'd very much argue against somebody making game development their career, at least from job security grounds. But graphics programming is different.

Re: What to learn to be a graphics programmer

#207
post #125

Earlier quoted context omitted.

The amount of otherwise decent games that run poorly due to Unity or UE is very unfortunate. I wish people would stop recommending this stuff. I do hope Godot and Bevy are better, but I'm not sure if they are. To name some games with very bad perf issues that I've played in the last couple years: Core Keeper (Unity), WORMHOLE (Unity, mostly see the lag in endless mode), Crab Champions (UE4, have to use nonsense upsca…

> The amount of otherwise decent games that run poorly due to Unity or UE is very unfortunate. I wish people would stop recommending this stuff. I do hope Godot and Bevy are better, but I'm not sure if they are. Games don't run poorly "because of unity or UE", those engines are highly optimized for the graphical fidelity they provide, It's super easy to find examples of games that run flawlessly with these engines (U…

Arc Raiders is a great example for why UE5 is the reason games run poorly. It neither uses Nanite nor Lumen. Valorant goes even further and uses a custom forward renderer. The studios that care about performance avoid using the big headline features of UE5.

Re: What to learn to be a graphics programmer

#208

Do you want to make games, or do 3D engine programming? If you want to make games, use an existing engine. Unreal Engine, Unity, Godot, and Bevy are good choices. You'll learn the higher level issues of graphics, not how to push pixels around. The real problem is making it fun. If you want to do 3D engine programming, be aware that there are too many bad game engines. In Rust land, where I am, there are three failed…

There's also plenty of us creating our own engines for the games we develop. Whether the mentioned games ever get finished is another topic...

If it's all for a hobby, creating your own engine is a lot of fun by itself.

Re: What to learn to be a graphics programmer

#209
I just opened up that ray tracing tutorial and am slowly going through it, I've always been interested but never got around to it. Today I learned about the PPM image format, very accessible for this kind of thing! I mean writing a bitmap isn't rocket science but PPM is even easier.

Re: What to learn to be a graphics programmer

#210

Should also include be under 25 and have lots of time to dedicate to it. I've always been interested in the idea of graphics programming and a few years ago I started teaching myself vulkan. Not sure quite how long I spent in total, 6 months of free evenings, maybe a bit less. I'm close to having a rendering framework. But it's one of those things where the further you get with it the more you realise how little you…

Sadly, Vulkan is really painful way of learning graphics programming. Doing almost anything requires large amounts of boilerplate. Almost everything you need to do, for example to make shadows, requires just 10x more code than the technique fundamentally requires. For learning graphics programming, in my opinion, writing software renderers is much more enjoyable path. Code is less, the code you write touches fundamen…

Not necessarily, some folks advocate that with modern compute APIs we are better doing "software" rendering, but on the GPU.

By the way, this is what renders like OTOY Octane do.

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