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by sigmoid10
1520 days ago
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I'm sure there's way too much variability to write a whole game engine and describe every detail as "this is the best way to do it because X" rather than "this is the way we did it because personal opinion/time/money/we had no clue how it works." When it comes to the 3d renderer alone, there's at least enough common ground to explain the big ideas. Like "we multiply matrices because GPUs can do that very well in parallel and we describe our geometry as points because we can then describe the whole image using simple coordinate transformations which boil down to matrix multiplications." |
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I feel like a comprehensive article would need to be more of a catalog of "here are the basics of the various major approaches and how they differ and why you might choose one over another", rather than (for example) advocating specifically for forward shading vs. deferred vs. forward+ vs. clustered as being the universally "best" option. (especially when that whole discussion has become kind of moot for the majority of modern games developers, who mostly just take their engine's default rendering pipeline and just use it)