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Getting a triangle on the screen is the hello world of 3D applications. Many such guides for your backend of choice. From there it becomes learning how the shaders work, internalizing projection matrices (if you're doing 3D) which takes a bit of thinking, then slowly as you build up enough abstractions turns back into a more "normal" data structures problem surrounding whatever it is you're actually building. But it's broad, be prepared for that.

Definitely recommend starting with a more "batteries included" framework, then trying your hand at opengl, then Vulkan will at least make a bit more sense. SDL is a decent place to start.

A lot of the friction is due to the tooling and debugging, so learning how to do that earlier rather than later will be quite beneficial.





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