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 _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com