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by pfranz
2721 days ago
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I wanted to support what you're saying. I've worked in visual effects for over a decade now. While I've dabbled with OpenGL, I think the only practical application I've had was taking a stab at writing a PyOpenGL widget for viewing Alembic models in a custom PySide asset browser for a studio. This was when Alembic was much less mature and it never ended up getting used. However, I have done a lot of dealing with color spaces, debugging/optimizing scanline and ray casting renderers, computing/storing surface normals, projection and other space transforms, and simulations. I've written toy versions of a lot of those things, but mostly was debugging back box systems written by others or troubleshooting assets generated or consumed by one of these tools. Even if you're talking about game engines, there's still a whole lot more to learn. This game engine book [1] has one chapter about the rendering engine and 16 more about other topics. Each chapter in there is at least one hefty book to get a good working knowledge of the topic. It's great you have a resource where people can learn and experiment with these other things without having to learn to write all the code around it. [1] https://www.gameenginebook.com/toc.html |
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Which is why when people without game industry experience start discussing 3D APIs adoption, they loose on how little the APIs actually influence the whole engine codebase.