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by ridiculousthrow
1637 days ago
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Graphics Programming needs to be restructured. There’s a lot of focus on API driven learning. Vulkan, D3D12, 11, etc. Wrong approach. Learn fundamentals of what the hardware is capable of. For each feature, write down a few ideas of how you could use it by itself. Write down a few ideas of how you could combine it with other features. Think of “I want to do X. What features can allow me to do that?” The APIs, although they are not easily interchangeable, use the same hardware and can often do the same things with a bit of effort. |
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My advice, start out with OpenGL 1 (the old glBegin()/glEnd() stuff) or Raylib (raylib.com) where you begin to get accustomed to really basic stuff (primitives, transformations, etc.). Then do the LearnOpenGL tutorials to learn modern graphics concepts (vertex buffers, shaders, render passes, etc.) Once you've done this you might have enough knowledge to make a simple game/visualization/application, and you'll know yourself if you need to study D3D12/Vulkan or not.