[HN Gopher] How do I become a graphics programmer? ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2023-11-22 23:00 UTC)