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My graduation thesis was porting a particles visualization engine from NeXTSTEP/Objective-C into Windows 95/Visual C++, based on OpenGL, with samples like marching cubes.

This is a single bullet point on modern engines feature list.



And now that you’ve done it, you could probably reimplement it better in a fraction of the time.


Except that I wouldn't, because most of that stuff would be a shader nowdays, and depending on the API version, not the same kind of shader.

This kind of stuff is fun, if the end goal is to become a game engine or tools engineer, if the goal is to make a game, it is mostly yak shaving.




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