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All the comments here are BS. You have to learn how to construct 2D and 3D graphical spaces in real time and let them evolve and I'm sorry to say, as others hav
by photochemsyn 3y ago
All the comments here are BS. You have to learn how to construct 2D and 3D graphical spaces in real time and let them evolve and I'm sorry to say, as others have before, there is no royal road to mathematics. You simply have to put your time in the trenches. All the tools being sold to you are ephemeral and will soon become obsolete, so you simply have to grasp fundamentals of linear algebra and 3D spatial representations.
You can try to use tools created by others but the results will all just look the same as theirs, and if this is too much bother I'd suggest going back to non-digital mediums for your artwork like pen & ink watercolors oil paints etc.
If you can't handle vector calculus and complex analysis then that's too bad. Try harder or do something else.
- wly_cdgr 3y agoOk but what are you saying? After understanding the math, are you suggesting that people need to use that understanding to interface with the graphics hardware at a level below Vulkan?
- unconed 3y agoLol, the only math you need for practical graphics coding is linear algebra. Calculus only comes into play when doing e.g. light integrals, and complex analysis only when you start doing advanced convolutions. The math isn't the problem, the absolutely abysmal API design is. The current generation of graphics APIs were designed for game engines to build middleware on top, not for practical use, and it shows. Too many hardcoded limits, too many different ways to do the same thing, too many caveats and exceptions... and not enough decent developer tools to see wtf is going on on the other side.
- eurekin 3y ago> the absolutely abysmal API design is Oh.. Now I get why others see AI could improve things here :)
- johnnyanmac 3y agoOdd comment, but then again a comment calling dozens of constructive approaches BS probably needs to check under its own show. > You simply have to put your time in the trenches Ahh yes, just learn math. Very informative. Math after all is like hitting the gym. You grind fractions an hour a day and next thing you know you invented calculus. >All the tools being sold to you are ephemeral and will soon become obsolete Soon in the grand scheme of an immortal, I suppose. But OpenGL 3.3 is some 20 years old now and could have made for a decent career for a decent human career. >You can try to use tools created by others but the results will all just look the same as theirs those math textbooks don't exactly teach you how to make nice shaders. The fundamentals of light and how it traverses is great, but a lot of real time math (even real time ray tracing) is a lot of tricks and hackery. Stuff you won't find even in dedicated raytracing books like pbrt. This is unfortunately where those "fundamentals" break down and we need to traverse into computing. Fortunately there's 40 years of computer graphics research to reference. >if this is too much bother I'd suggest going back to non-digital mediums for your artwork like pen & ink watercolors oil paints etc. I'd argue that harder for how my brain and body is configured. I don't need a steady hand to make 3d shapes, something that most take for granted. >If you can't handle vector calculus and complex analysis then that's too bad Glad you weren't my teacher. Probably wouldn't be in industry with that sort of mentality.