118 karma · joined November 23, 2023
I did Computer Engineering rather than CS for undergrad and we covered like 80% of the topics in that list
Had multiple courses in Verilog/OS and worked a lot with microcontrollers/FPGAs. Building a CPU in verilog then writing an assembler/compiler was definitely the highlight.
Was a hard program but I felt like I had a really good understanding of the full stack coming out of it.
Maybe he just isn’t familiar with CE?
It’s just so simple
For example adding an input box for editing a float value is one line of code and the syncing is done by just passing it a pointer.
I use that all the time in areas with no cell service
Just acquire skills for the sake of it?
The former is science fiction
For example a 3rd person game where the character you control and the NPCs/enemies is raster but the environment is all radiance fields
But I’m sure you’re smarter than the whole industry so you probably know better
It’s about alignment between you and the company directing the AI
How is that solved with Git?
You have to remember at a game company it’s not just programmers using it, you have a ton of artists using it day to day too
The main benefit is that it handles really large files well, having a 1 TB repo is not uncommon
And also some file types in games make no sense to merge (for example 3D models)
Perforce lets the artist “lock” files while editing them so no one else can submit
How is it related to NeRFs?
And how is it different/better than rendering triangles/voxels/SDF?
Is it just ray-marching these 3D gaussian shapes?
Why is a gaussian used specifically?
Just thinking I’ve used probably 4-5 different ones and never had any issues
I know someone who went from IC to manager back to IC at the same company.
They stayed on the IC track and are now a principal
If you want to stay at that company I would just tell them but offer to stay as manager and help with transition while they find a replacement
It’s like all high quality games with no ads/microtransactions
Although the dumb thing is you can’t buy the games separately without subscribing
I usually just get 1 month of it when travelling and play a bunch of them
Personally I think LearnOpenGL is still the best tutorial series if you want to work on game rendering engines
Just because it covers a ton of different topics from beginner up to advanced all in one series. You go from scratch all the way up to implementing deferred rendering and a full PBR implementation
If you understand all of those tutorials you have a pretty good baseline for how modern game rendering works (minus ray tracing)
In terms of getting a job though the modern APIs are highly desirable