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Computer graphics is where I found my love for software, math, and art. Needless to say, the first time I got to code lights in raw GL, my mind was illuminated :)
Shameless plug: If you'd like to know how to build a simpler version of THREE.js from scratch in WebGL, you can check out my book: https://www.amazon.com/Real-Time-Graphics-WebGL-interactive-...
⬐ kingcharlesWhen people often say to me "I learned all that maths in school and it was useless", I think to how much of that came in useful when I wrote my first 3D engine in my teens. Suddenly it wasn't so boring any longer.
When I started coding graphics in the early 80s practically every video game was a one-person show - every line of code, every graphic and every sound effect and line of music. By the time I start doing game development as a job in the mid-90s we were up to small teams of about 10 people, and we could all still go out together for a beer after work. Now look at it.. unbelievable how many people are needed for a modern AAA online game. I can't even fathom it.⬐ FarhadGAbsolutely! When you take into account just the artistic aspects (e.g. modeling, texturing, rigging, etc. with professionals specializing just in particular aspects like facial structures, etc.), it really is quite remarkable.
I imagine we'll get more efficiency as procedural and generative techniques become more powerful: characters, worlds, mechanics, etc. are all programmatically generated with little-to-no intervention.⬐ kingcharles> I imagine we'll get more efficiency as procedural and generative techniques become more powerful: characters, worlds, mechanics, etc. are all programmatically generated with little-to-no intervention.
This absolutely has to happen because humans are really crap at some things, like animating human beings. When I was developing a 3D game in the mid-90s I watched our character animator trying to do the animations by hand and you can almost never get it to look remotely realistic; even now with mo-cap and bones and all the tech, it still looks totally fake (a big recent example for me is Thanos in the MCU who moves like a wooden puppet). It needs that ML layer to sit above everything and fix all the little details that make humans look human and move human.
Shameless plug: If you're interested in building a complete engine, I published a book on WebGL 2, where readers go from the very basics all the way up to building a minimalistic rendering engine (THREE.js like) and use it to render a virtual 3D car showroom.