I am interested in learning about (and possibly implementing) soft body physics. Are there books or articles available that give a detailed overview of the simulation process with academical rigor that you can recommend me? (I may be interested in specialising in this field, so please no books/articles with 'eased'/'fuzzy' math etc)
Also, what would the mathematical prerequisites be? Is a college-level introductory analysis/calculus and LA course sufficient?
Is it important to have a rigid body simulation engine running before you attempt soft body physics, or are they largely independent?
I decided to code my own software renderer, because I think it would make for a great learning experience.
And although it will probably stop there for me, I'd like to know if there is still use for software rasterizers today, and what they can be used for?
Can they be used for anything besides systems that lack a GPU? And what are the most important target devices today that lack a GPU?
gives me the possibility to set multiple buffers, but that is within one call.
2) Is that okay even if my constant buffers are updated at different times? And do I suppose I have to make sure the constantbuffers are in the same position in the array as the order they appear in the shader?
I'm currently studying mathematics, eventually planning to do mathematical computer science, and planning to make my own game physics engine, as well as writing a game with it for my portfolio.
But I'd like to talk about side skills here.
How much should I know about graphics programming, and to what extent should I know DirectX/OpenGL?
What about networking?
What about other side-skills?
I would like to hear from people that actually have a job related to game physics, for the validity of the answers.
As on OT-question: Is there any site dedicated to game physics programming? I always find myself having a hard time finding help or existing solutions on the internet related to game physics (beyond the basics such as the 100+ articles on SAT)