3 ms·
Huge fan of Eric. I've had several of his books on the shelf over the years. His old game engine (C4) was impressive and gave me something to aspire to. The arc
by gabereiser 4y ago
Huge fan of Eric. I've had several of his books on the shelf over the years. His old game engine (C4) was impressive and gave me something to aspire to. The architecture was well thought out. The math was on point. The performance was good.
I would echo other comments that these subjects have been written about ad nauseum. What we, the indy dev community, and engineers here would like to see is how to achieve Multiplayer scaling, solving state issues, sharing state. Network architectures beyond the lobby. Sound architectures beyond the 3D Listener with Doppler effect. Graphics architectures for polished rendering pipelines in PBR.
Math for games is great. Graphics for games is great. We need more meat though.
One of the books on my shelf right now is Game Engine Architecture 2nd ed by Jason Gregory (which is excellent, btw) that goes into the surface of this stuff.
I don't want a world where our only choices are Unity, Unreal, or some small engine. I don't want a world where one company owns the experience (Meta, VR). I don't want a world where every operating system has their own graphics framework (damn, MetalVulkanicDirectGL?).
I still have nothing but love for Eric and will probably buy these for the support. Sadly my interest in graphics programing died with Apple deprecating OpenGL and introducing Metal.
- flipgimble 4y agoMetal is great. Of the current generation of modern low-overhead Gfx APIs I think Metal was the easiest to get started with, great documentation and examples. While it takes more specialized knowledge to get started compared to OpenGL, I think there are now several good cross platform libraries like bgfx and sokol to satisfy the need for a higher level cross platform library (including shader transpiling) that fill the need that OpenGL used to serve. I'm glad OpenGL got deprecated across the industry, despite the patchwork of extensions it was based on a model of GPU + CPU capability from the 1990s and became obsolete.
- gabereiser 4y agoYeah, I’m currently a big bgfx fan. I think not dropping support for certain specs is what killed OpenGL. 2/3s of it is bloat to support old immediate mode or older hardware. A PureGL focused on buffers and shaders. Which is what Metal, Vulkan, DX12 is all about now. SPIR-V might help standardize the shaders under the HLSL syntax but that’s a whole other mess.