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Nothing's gonna make you hate life more than low level graphics programming

Comments
  • 4
    pfft

    least you get something out of it
  • 3
    @jestdotty Pain and misery mostly
  • 4
    @12bitfloat and seeing some pixels, eventually!
  • 4
    At least there's a valid intellectual challenge involved.

    Try being "that guy who can fix your spreadsheet no matter how much of an abortion it is".
  • 2
    I do see the good devs moving to graphics programming quite frequently. tsoding is also into graphics.

    But you're doing low level graphics programming for ages / for a living right?
  • 2
  • 2
    @retoor For 10 years now as a hobby (and potentially soon as my main income maybe hopefully) :D

    You'd think it would get easier with time but somehow it only gets harder the more you know. Kind of like C++ now that I think about it...
  • 1
    How low level?
  • 0
    @Hazarth Deepest depths of vulkan programming. Compute shader based software rasterizers included
  • 1
    @12bitfloat yh, some things are like that. I had it with learning C a lot. You think you master it and dang - some magic. Ego broke many times. Still, often when I read C code back - omg. But all my stuff is memory checked I count of mallocs and the valgrind, so at least that goes OK.
  • 1
    @retoor Just wait till you do C++... Whole new universe of "what the actual fuck is this rule" :D

    You know in Rust it's insta UB to create a temporary mutable reference from a raw pointer if any other reference could also exist at the same time. Fun! But that's just llvm being dumb :D

    C is more relaxed but you maybe also have some UB in your code... It's pretty damn complex
  • 1
    @12bitfloat oh neat. I did some small stuff with Vulkan but didn't get too deep. Though I did make my own game engine with OpenGL in the past, also including shaders. Was fun for a while, but yeah, the overhead compared to just using SDL or Raylib gets a bit old eventually
  • 1
    I like programming
  • 3
    @Hazarth Once you go deep it gets really deep into the weeds

    Choosing how to upload data, on non-rebar systems with a buffer in the max 256 MB sized BAR memory pool, vs persistently bound

    Strategies to batch draw calls. Bindless rendering of all sorts. GPU driven rendering with a compute shader passes generating indirect draw commands. Even just saying fuck it and implementing a software rasterizer in a compute shader which writes pixels out using a 64-bit atomic max (like UE5 nanite)

    Really the worst thing about it all is that it isn't hard to find a solution. But for rendering it's all about performance. So there's *always* a better solution to be found, and that's deeply frustrating. You can never relax and pat yourself on the back. Because your solution probably sucks
  • 1
    What is bad about it? I’ll be moving to that soon, just vulkan.
  • 2
    the joy of doing that is reserved for autistic people, unfortunately.
  • 0
    you misspelled "managers"
  • 1
    @ars1 Just vulkan alone is frustrating as shit to learn

    And then you want to actually write an efficient renderer...
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