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The point, as I see it, is that the combination of skills demonstrated in the article is pretty rare. Most users of the (game) technology take certain things fo
by nine_k 2y ago
The point, as I see it, is that the combination of skills demonstrated in the article is pretty rare. Most users of the (game) technology take certain things for granted, but they are not trivial, and the number of people who can do these things well is not a few million but possibly a few hundred. And most of these few don't make indie games. Hence the complaints about things not being ideal are, well, not very useful.at best.
Big companies that can afford it overcome this via specialization. An artist who does concept art and general animation may have zero skills writing shaders, etc, thus the rare one-man-show combination of skills is not required.
- raincole 2y ago> and the number of people who can do these things well is not a few million but possibly a few hundred. I briefly walked through the article and I can confidently say these techniques are well-known among graphics programmers. These days even artists who can't write code know what triplaner mapping and PBR are, even though they can't implement them from scratch. Doing something "well" is subjective, but there is no chance there are only less than 1000 people who know these. I'm still thankful to the author for writing these down, of course.