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by ChuckMcM 249 days ago
This is both informative and kind of amazing that anything works at all. Talk to anyone who did graphics at the turn of the century and you'll hear about "racing the beam" which you had only 16.67 mS before vertical retrace took you back to 0,0. Why double and triple buffering was invented, and how "animation time" is skewed by "frame time" and if you want to keep your animations from jumping or jittering you really needed to know how many milliseconds between the last frame and the one your rendering will take so that all your assets are rendered where they should be at that time.

There is a lot of fun programming to be had in that space.

1 comments

We still race the beam, only on separate command chains. Across threads. With 100x the vertices. It’s still fun. Light, shadows, volumes, SDRs, HDRIs, PBR, so much has been thoroughly researched and standardized. We even have realistic clouds with volume.

This is why I got into programming to begin with. Fun first, visual second, technical challenges third, money fourth, company last.