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raptorstrike

So much information...

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We'll lately I've been looking to expand my horizons, deciding I had been stuck in the world of 2d OGL I ventured out into the world of 3d only to realize that I have a TON to learn, between lighting, about 10,000 different post rendering effects and techniques (shadowing, bloom, bump mapping, ray tracing, anti-aliasing, antiscopic filtering, depth of field, fragment/vertex shaders ect.); buffers and overall organization of 3d scenes (scene graphs, octrees and various forms of culling); not to mention AI and Sound (with myriad sub categories as well) It's just a little bit daunting. Any one have some direction as to what I should tackle first, I have a solid understanding of C++ and plenty of time to work with. Any suggestions at all are appreciated. Thank you for your time [smile]

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I felt much the same when I joined the forum. But like in most professions, the skills develop naturally. Tackle things as they come up, and you'll realise you've gained a tonne of knowledge without even trying.

I guess my best advice would be to continually set yourself challenging, but realistic projects. That list, as you put it, is enough to put anybody off games programming, but when you divide and conquer, the process becomes almost therapeutic.

So nothing new here, then [rolleyes].
Admiral

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