If I wanted to really learn the math needed for graphics programming, and the fundamentals of shader programming in general, where should I start?

:boost_requested:

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@brainblasted I learned this stuff by trying to write code for games. I was able to make enough stuff to motivate myself to keep going by copy and pasting other peoples scripts and reading the unity game engine documentation. Tbh the unity documentation was some of the best I've ever seen, it had a complete code example on every page.

web.archive.org/web/2015020811

I can't believe it but they actually cut some of those old code examples 😮😥

docs.unity3d.com/ScriptReferen

Back then there was no free and good ide but they shipped it with a text editor that had a keyboard shortcut to "I'm feeling lucky" search the docs for the highlighted word. Being able to navigate a hypertext like that, of other peoples example code and the other mostly-in-context examples + descriptions from the unity docs, helped me learn a lot about the math and the way all the parts worked together

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