4 ms·
a good demo still beats the crap out of any amount of academic skill. good graphics and physics code often comes from being especially clever and creative with
by jheriko 13y ago
a good demo still beats the crap out of any amount of academic skill. good graphics and physics code often comes from being especially clever and creative with the performance budget and tools available... when your demo implements bits of tech that approach or exceed the quality of commercial games and engines then, so long as you actually made it and people look at it, your actual ability with math is irrelevant, even if you blindly copied all the algorithms to make your stuff work - making things work is far more important. :)
- nilkn 13y agoI wasn't really ever referring to pure academic skill. I have some graphics programming experience outside of a professional context, and I can say you're not going to get stuff to work by blindly copying other people's code in any complex, new, and non-trivial situation. You've got to understand what's going on to at least some degree. You'll never get the top graphics jobs by copying code; you'll very quickly be identified as someone who doesn't really know what he's doing. With that said, anybody who's truly got the math and programming know-how for this stuff will be able to easily put together demos. A demo is not a self-published indie title. These are two totally different things. If you've got a new terrain LOD algorithm, for instance, you definitely do not need to build an entire published and profitable game to show that off to the world.