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parallelpuffin

Member Since 13 Jun 2013
Offline Last Active Sep 01 2013 11:11 AM

Posts I've Made

In Topic: graphics specialization

14 June 2013 - 01:31 AM

Thanks guys, this really helps a lot. I think I have a much better sense now of what's involved in graphics programming in practice... what actual roles are currently involved was pretty unclear to me and googling around turned up only vague explanations. It sounds like there's no harm in learning using an existing engine since I'd be unlikely to get a junior position that actually involved touching raw graphics API code anyway. I'll take a crack at a software rasterizer in any case because it just sounds like a really cool project. laugh.png


In Topic: graphics specialization

14 June 2013 - 12:16 AM

Thanks, this is very helpful.

 

S1CA, it sounds like you're saying that even as companies use middleware more or have existing engines from previous projects, they're not so simple to use that artists (or "technical artists") can do all the required graphics work without a lot of help from programmers. Sorry if this is a silly question, but why do shaders in particular need to be made fresh for each game? I had thought (admittedly without any particular basis) that shaders were fairly general-purpose and you wouldn't have to write new ones for every new model or environment you make? Are there any other tasks for graphics programmers besides writing shaders that are likely to be customized for each game rather than being included as part of the engine?

 

It sounds like it's not a bad idea to start working on a software rasterizer and see where that gets me. As far as making demos goes, do you think there's educational value in making them "from scratch" using OpenGL or DirectX? I can see how it might not be the best use of my time to try to make an entire engine, but would I be at a disadvantage trying to get an entry level job if I'd only ever used an off the shelf engine instead of the raw APIs?


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