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Thanks for sharing! As someone who's not familiar with graphics programming, i would say recommending to start with DirectX is probably the wrong choice: it loo
by southerntofu 5y ago
Thanks for sharing! As someone who's not familiar with graphics programming, i would say recommending to start with DirectX is probably the wrong choice: it looks just as complicated as other solutions, but will lock you into the Windows ecosystem. In contrast, OpenGL/Vulkan are widely ported. Same story with the undecided recommendation for Unreal/Unity/Godot: only Godot in those three is free-software, and has an amazing community. Even if you end up using something else in production, it's probably the good place to start since you'll find friendly people and the source code to dig into in case you run into oddities.
As an aside, I was curious about "The technical interview [LEAKED]" but the linked article links itself to dropbox which won't let me download it without an account. If you really want to share that piece of content, maybe consider uploading a copy on your blog or Internet Archive? Thanks for the read!
- AnIdiotOnTheNet 5y agoAll my work with game graphics is basically software rendering, but I have it on good authority from actual game developers that DX11 specifically is actually a pretty darned good API that is a pretty good match to how current GPUs actually work. Not to mention that it has pretty good tooling for debugging. Metal is also supposedly pretty good.
- deepfriedrice 5y agoI was able to open "The technical interview [LEAKED]" without a dropbox account. Just had to close the login modal.
- thrower123 5y agoVulkan is terrible to get started with. It's not so much a learning curve as a learning electric fence. DirectX11 was a remarkably friendly API to learn.