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by tzahola 2893 days ago
Just learn the fundamentals in a platform-agnostic way and you’ll be set for life:

- 3D geometry (lines, planes, implicit and parametric surfaces)

- basic splines (Bezier, Hermite, maybe NURBS)

- matrix transformations

- rotation via quaternions

- projective 3D geometry

- shading (diffuse, Phong, etc)

- advanced tricks (shadows, reflections, etc)

Once you nail down these topics, the rest is just learning the specific API quirks (memory model, synchronization, etc), be it OpenGL, Metal, DirectX, Vulkan, or whatever comes next in ten years.