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OpenGL 1 yr opengl - job possible ?

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I've been doing opengl for a year now - mostly in my spare time. I have a 3d game of about 7000 lines I've written - is this enough experience in order to go for a job using opengl. I'm guessing most of the jobs for this sort of thing are in Central London ? Also, is the pay less in the 3d world than say the Telecomsm world ? cheers

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If you do not have that "piece of paper" (a degree for the blunt), you have just as much chance as an 18 year old with 2 weeks experience. Unfortunatly :(

[edit]
This is not ~always~ the case. But concider the ammount of coders out there looking for a job. A nice fat degree under your belt will push you closer to the top of the list.

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Dreq, im sure its not that different, but remember, colleges are VERY competitive here in the US, it MAY not be like that in the UK (i dont know at all) and gawd i really hope the value of a degree drops, i mean... some people can get a degree, and yet, they cant problem solve for shit... in a perfect world your portfolio would be worth everything.

woo... there i go again...
-Dan

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actually in gameprogramming (compared to other fields) companies are more concerned with what u can do than with an actual degree

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if anything a degree can be a mild disadvantage, depending on the company. I've seen stories of from people on these message boards saying that when they get someone with a degree join them the first thing they have to do is de-program them from thinking like a uni student [grin]

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Quote:
Original post by _the_phantom_
if anything a degree can be a mild disadvantage, depending on the company. I've seen stories of from people on these message boards saying that when they get someone with a degree join them the first thing they have to do is de-program them from thinking like a uni student [grin]


thats for people with masters or doctorates, the ones that like spending 2 years researching one topic without actually doing anything. I'm yet to hear of a straight uni grad having such problems! And I don't know of any programers working at either my current or last job that didn't have degree's ... infact to be honest I don't think I'd trust a self taught programmer simple because I know someone with a degree has been forced to learn the basics (true that doesn't mean there any good, but there is a much greater chance they are and have a strong general knowledge). Still this is a big generalization and just IMHO :D

*throws some salt grains around*

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the problem isnt so much with degrees as such, its the amount of stock put in writing HUGE amounts of docs, i'm pretty certain its possible to get a 1:1 without having written a single working program, as long as you document why it didnt work and follow the grading precisely you could still do well, which leads to people coming out of uni, going into jobs, working on projects and producing 100 page documents of why it doesnt work, when in reality all most places will care about is getting it working.

Also, i wouldnt count on a uni taught being better than a self taught, from my own experiance alot of the people who teach at Unis are a few years behind the curve, for example in my C++ class in the first year I had a function which I exited from in two places (one at the top, early out and one at the bottom) and my lecturer went mentalist at me and we had a huge arguement, her saying 'functions should ONLY ever have one exit point' and me saying 'what the point in running the whole function, even if the loop doesnt run, when I can get out early?' (at this point I'd been programming for 6 years on an Atari ST/STe so this kind of thing was 2nd nature to me), in the end for the sake of the grade I change the code, but that kind of thing IS the right thing todo and many people carried on through the course thinking you HAD to have one exit point from a function.

So, yes degrees are good in some ways, but in others, in the UK at least, they can be utter poo

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oops - yes I have a degree in Maths + a masters conversion course to IT and have been working in IT for 14 years or so..

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Yes, some degree courses can be terrible, and even good ones will only teach you parts of what you need to be in the games industry. Personal learning counts for a lot. I assume, though, that your previous experience will also count for a lot. What's your CV like? A top notch CV is a must-have. I'm applying for a few game programming jobs next week, and I've been tweaking my CV for a month :)

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I got some good interviews and job offers from some top companies in the UK, such as Lionhead, Codemasters, Visual Science and PowerVR (where I am now employed). But it was 6 months after i left uni that I got any response and a year after I left uni that I eventually got a job. They were most interested in my programming experience outside of uni (and my final year project a 3d gliding simulator), companies state they require degrees and A-levels, but that is mostly just to filter down the number of applicants. I missed out on a job with MBDA (programming missiles etc) because I only had a C GCSE english and not a B. My english ability is not demostrated by a test I took in 1997, my final year report was 100 pages long and very readable. To be honest if I was hiring someone I would hire them based on their demonstrated ability and their passion for the work. I worked my ass off for my degree and I know lots of people who didnt do so well, not for want of trying, just the method of teaching is not appropriate for them.

Other engineering trades take on apprentiships, why doesnt the IT industry? most of the formal teaching you recieve on design etc, goes straight out the window, and most of peoples programming knowledge is learnt from just getting on and doing it.

Come on industry, sort your life out, there are alot of brilliant minds out there not being tapped. Like my mates James O'Gorman and Nick Thompson, ones a kick ass unix guru, no degree but could teach my university sys admins a thing or two, and the other is a software engineeing grad, has a great mind for maths, physics and graphics with some good demos in the pipeline... both are amongst the most determined people I know.

I wish you all the best of luck, my advice is just phone them up, show that your interested. If you can send them an impressive CV and demo (with very good code) then that is a first big step.

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    • By DiligentDev
      This article uses material originally posted on Diligent Graphics web site.
      Introduction
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      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

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      Future Work
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    • By LifeArtist
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      Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit.
      If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on. 
      In addition to that I am planning to use some sort of ECS based architecture. So the other question would be:
      Should I treat those debug objects as entities/components?
      For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line?
      Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component?
      Regards,
      LifeArtist
    • By QQemka
      Hello. I am coding a small thingy in my spare time. All i want to achieve is to load a heightmap (as the lowest possible walking terrain), some static meshes (elements of the environment) and a dynamic character (meaning i can move, collide with heightmap/static meshes and hold a varying item in a hand ). Got a bunch of questions, or rather problems i can't find solution to myself. Nearly all are deal with graphics/gpu, not the coding part. My c++ is on high enough level.
      Let's go:
      Heightmap - i obviously want it to be textured, size is hardcoded to 256x256 squares. I can't have one huge texture stretched over entire terrain cause every pixel would be enormous. Thats why i decided to use 2 specified textures. First will be a tileset consisting of 16 square tiles (u v range from 0 to 0.25 for first tile and so on) and second a 256x256 buffer with 0-15 value representing index of the tile from tileset for every heigtmap square. Problem is, how do i blend the edges nicely and make some computationally cheap changes so its not obvious there are only 16 tiles? Is it possible to generate such terrain with some existing program?
      Collisions - i want to use bounding sphere and aabb. But should i store them for a model or entity instance? Meaning i have 20 same trees spawned using the same tree model, but every entity got its own transformation (position, scale etc). Storing collision component per instance grats faster access + is precalculated and transformed (takes additional memory, but who cares?), so i stick with this, right? What should i do if object is dynamically rotated? The aabb is no longer aligned and calculating per vertex min/max everytime object rotates/scales is pretty expensive, right?
      Drawing aabb - problem similar to above (storing aabb data per instance or model). This time in my opinion per model is enough since every instance also does not have own vertex buffer but uses the shared one (so 20 trees share reference to one tree model). So rendering aabb is about taking the model's aabb, transforming with instance matrix and voila. What about aabb vertex buffer (this is more of a cosmetic question, just curious, bumped onto it in time of writing this). Is it better to make it as 8 points and index buffer (12 lines), or only 2 vertices with min/max x/y/z and having the shaders dynamically generate 6 other vertices and draw the box? Or maybe there should be just ONE 1x1x1 cube box template moved/scaled per entity?
      What if one model got a diffuse texture and a normal map, and other has only diffuse? Should i pass some bool flag to shader with that info, or just assume that my game supports only diffuse maps without fancy stuff?
      There were several more but i forgot/solved them at time of writing
      Thanks in advance
    • By RenanRR
      Hi All,
      I'm reading the tutorials from learnOpengl site (nice site) and I'm having a question on the camera (https://learnopengl.com/Getting-started/Camera).
      I always saw the camera being manipulated with the lookat, but in tutorial I saw the camera being changed through the MVP arrays, which do not seem to be camera, but rather the scene that changes:
      Vertex Shader:
      #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); TexCoord = vec2(aTexCoord.x, aTexCoord.y); } then, the matrix manipulated:
      ..... glm::mat4 projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); ourShader.setMat4("projection", projection); .... glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); ourShader.setMat4("view", view); .... model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f)); ourShader.setMat4("model", model);  
      So, some doubts:
      - Why use it like that?
      - Is it okay to manipulate the camera that way?
      -in this way, are not the vertex's positions that changes instead of the camera?
      - I need to pass MVP to all shaders of object in my scenes ?
       
      What it seems, is that the camera stands still and the scenery that changes...
      it's right?
       
       
      Thank you
       
    • By dpadam450
      Sampling a floating point texture where the alpha channel holds 4-bytes of packed data into the float. I don't know how to cast the raw memory to treat it as an integer so I can perform bit-shifting operations.

      int rgbValue = int(textureSample.w);//4 bytes of data packed as color
      // algorithm might not be correct and endianness might need switching.
      vec3 extractedData = vec3(  rgbValue & 0xFF000000,  (rgbValue << 8) & 0xFF000000, (rgbValue << 16) & 0xFF000000);
      extractedData /= 255.0f;
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