Re: Architecting and programming a graphics engine in C++ & OpenGL

Massimo Del Zotto <[email protected]> Sun, 20 Mar 2011 11:20:43 +0100
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
2011/3/19 Nathan Martz <[email protected]>
>
> but if your goal is to land a job at a high end game dev studio, there are,
> for my money, few more impressive things you could demonstrate than a
> renderer that is thoughtfully and productively parallel.
>
>
> I find this very interesting but in practice, what does that mean?
When I talk about the way I deal with shader combinatorial explosion I have
an easy way to show the benefit. I talk about the "basic" shaders
(admittedly choosen ad-hoc to maximize drama), I show some slides, I
estimate the benefit in terms of production gained.
But this is more performance oriented, more technical. Perhaps it involves
specific "performance patterns", perhaps it needs adeguate workload. If I
had to demo this thing, I wouldn't know where to start.

I'd like to read some further elaborations on that.

Thank you in advance.
Massimo

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