Thought about this for half a second and decided that I didn't want to even touch it. The amount of complexity in today's engines is a marvel, and I'm glad that I'm not deeply involved.
The good news about graphics is that literally anyone can truly become a master at it with some hard work.
The bad news about graphics is that literally anyone can become a master at it with some hard work.
- You need to know whatever language your engine is written in, besides C++ and C since there are always some hacks that need to be done in it, often adds, shifts and raw loops code.
pretty fast
pretty low level
strong type system
does not force a parser
excellent concurrency polling
totally transparent typerefs
trys hard
works for Blender
end_tweet
a name like "playground" suggests that it probably of only modest scope :P
But the team's super friendly, and awesome things are already coming out ๐ฆ๐
Vanishing point texture space (filled with 2d texture samples with depth info). Resample depth in texture space + modulate with depth from G buffer. Implementable in both HDR and LDR.
Rust
1. encourage others to learn it because it is awesome
2. complain about the things that aren't awesome
3. argue about lint options
4. discuss different ways to solve the same problem
5. think really hard about type system features