[HN Gopher] How do I become a graphics programmer?
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How do I become a graphics programmer?
Author : pjmlp
Score : 58 points
Date : 2023-11-22 20:54 UTC (2 hours ago)
(HTM) web link (gpuopen.com)
(TXT) w3m dump (gpuopen.com)
| lopkeny12ko wrote:
| Ah, the AMD Game Engineering team, the same fine folks who
| implemented driver-level "optimizations" for Counter Strike that
| resulted in thousands of players getting permanently VAC banned.
| voldacar wrote:
| The vac bans got reversed.
| qup wrote:
| Temporarily permanently banned
| bsder wrote:
| This isn't hard: DirectX 12 and C++ and Visual Studio (not
| VSCode) and Windows on an NVIDIA card.
|
| Vulkan basically isn't relevant anymore unless you are doing
| Android. Metal similarly unless you are doing iOS.
|
| As a Linux user, this pains me. But it's just life. Windows-land
| is _soooo_ much better for graphics programming that it 's
| absurd.
| SeanAnderson wrote:
| How does this sentiment align with the advent of WebGPU?
| all2 wrote:
| Why is this the case?
| 0xDEF wrote:
| Academic computer graphics research is in many places still
| using OpenGL 4.1.
| slabity wrote:
| > Vulkan basically isn't relevant anymore unless you are doing
| Android.
|
| Why do you say this?
| theodpHN wrote:
| Practice.
|
| https://www.carnegiehall.org/Explore/Articles/2020/04/10/The...
| stemlord wrote:
| I would suggest that beginners not lead with "which tools should
| I capitalize on" and instead, take a step back and ask "what do I
| want to make"? Don't lose focus on the final output as you make
| your first steps. In the world of computer graphics today there
| are so many tools that abstract away various steps in the process
| of drawing pixels to the screen that you could very easily waste
| too much time suffering with low level code up-front and then
| later realize that the niche field in the wide array of
| industries that utilize graphics programming that you want to
| pursue actually only hires people who use Unity, TouchDesigner,
| threejs, and after effects and don't actually write a lick of C++
| unless push comes to shove, and even then they might just
| contract an outside engineer for it.
|
| Not to say that learning how things work on the ground level
| isn't immeasureably valuable, but I think trying to do that first
| is the slow approach. Learning is accelerated when 1) you enter
| the industry (so you should prioritize output up-front and let
| the deeper learning happen when you're earning a paycheck for it)
| and 2) you get a better conceptual understanding of what's
| happening under the hood offered by tools of abstraction like a
| game engine or visual programming paradigm.
|
| This comes from someone who spent many years trying to learn cpp
| and opengl the hard way only to endure a long battle against an
| internal sunk cost fallacy I've harbored that kept me from taking
| the no-code approach. Don't waste your time taking this path if
| it doesn't help you make what you actually want to be making at
| the end of the day.
| Buttons840 wrote:
| I'd recommend the Pikuma course Graphics From Scratch[0]. The
| first thing you do is write a set_pixel function utilizing SDL
| and the rest of the course is all your code, every matrix
| operation, every vertex transformation, every triangle
| rasterization. You calculate what every individual pixel should
| be colored.
|
| [0]: https://pikuma.com/courses/learn-3d-computer-graphics-
| progra...
| charcircuit wrote:
| >No GPU, no OpenGL, no DirectX!
|
| This is the opposite of what you would hope to see for learning
| graphics programming.
| adamnemecek wrote:
| wgpu, the Rust WebGPU implementation is the bee's knees.
| https://wgpu.rs/ You can use it beyond the web.
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