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Writing a 3D graphics engine is one of the most complex things you can do in software. It requires so much understanding of data structures, efficiency, close t
by inDigiNeous 11y ago
Writing a 3D graphics engine is one of the most complex things you can do in software. It requires so much understanding of data structures, efficiency, close to the metal programming, 3D math, vectors, translations, what have you.
Of course it gets "easier" once you've done it a couple of time and understand the basics, but really doing it for the first time is a hard edge to climb.
Been writing my first 3D C++/OpenGL engine for the last 2 years, one of the most taunting tasks I've taken in my career. And just to cover a very specific use case of graphics rendering, not to do cover an overly generalized case like Unreal Engine is doing.
Unreal engine is also over at least 20 years old, so I think you're overly simplifying the task required.
Graphics engine is so much more than just figuring out the graphics pipeline, ultimately it's about flexible data management in a way that lets you achieve what you want, with performance.
- hacker_9 11y ago3d Math sucks sure, but you can't just use an engine and expect to not have to deal with it. It's just the reality of the situation. Also I'm not denying the volume of work gone into Unreal, but I am saying that roll-your-own approach is still possible, because many of Unreal's features are available online. It's just it's up to you to integrate it all. Of course writing a C++/OGL renderer from scratch is not nice, I've done the same myself and I promised myself never again :-) These days C# + Monogame solves all my Language, API and Platform distribution problems and allows for fast iteration during development.