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by mewse 1520 days ago
Yeah, I agree that you'd never get anywhere with a "this is the best way to do it because X" approach; it's just too divisive and often there's no single "best" answer that can be equally applied to every project.

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)