Yes. But learn other languages. What I have in mind is Pascal, then C, then play around with Lisp for a while (just to see the cool concepts they have, the syntax makes it borderline unusable), then play around with Forth for a while, then assembly, then Python.
OpenGL might slightly fade in importance in the future in the face of OpenCL, but I don't use either of them so I wouldn't know/care.
Go for WebGL. Microsoft just announced the other day they won't support it in Internet Explorer, so it has to be cool and edgy. Moreover, all those dumbfucks using IE won't be able to run your application, so there is no way you will get swamped with complains and idiocy from IE retards. Everyone wins!
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funkygiraffe2011-06-17 11:04
@2
+1 Those words look WAYYY programming..ly! Front page material all the way!
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Anonymous2011-06-17 11:20
OpenGL will still be important for casual graphics where developers just want to use something that works, but the future of real-time graphics is moving back to how things used to be done in the 80s and 90s, with pure software rendering. Only difference now us that you're running your software renderers on many-core in-order specialized vector processors, which is what GPUs have turned into. Developers use compute-intensive languages/technologies like OpenCL or DirectCompute. Also, in that other thread, AMD and Microsoft recently announced C++ AMP for heterogeneous computing, which will be available on non-Microsoft platforms. Might be worth checking out.
Also, most game developers these days use an optimized subset of C++. Battlefield 3's Frostbite 2 engine is one of the first engines to drop the use of a 3D-specific API and is using DirectCompute to implement a custom tile-based deferred shading software renderer running on GPGPU hardware.
So in order to stay with the flow, it's time to dig out those old books on graphics programming theory and dust them off, you'll need to understand how roll your own rasterization and ray-casters/tracers, and deferred shading & lighting composition renderers.
>>3 Microsoft just announced the other day they won't support it in Internet Explorer
Lol who the fuck they think they are? They are loosing IE marking share each day, if previously they could use their dominant position to obstruct technology progress, now a missing feature will only result in users ditching IE even faster.
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Anonymous2011-06-17 11:29
>>5 Also, most game developers these days use an optimized subset of C++. Battlefield 3's Frostbite 2 engine is one of the first engines to drop the use of a 3D-specific API and is using DirectCompute to implement a custom tile-based deferred shading software renderer running on GPGPU hardware.
Reinventing the wheel is justified sometimes: do you want to use wooden wheels designed by Sumerian peasants from 5000 years ago?
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Anonymous2011-06-19 2:34
>>16
If they roll fine then they fulfill their role fine.
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Anonymous2011-06-19 3:26
If you want to code some Web2.0 "casual game" for iAnus crowd in Silverfleshlightscript its fine.
If you want to code "STALKER:Shadow of Fukushima":Graphic card rape edition, you will need real language where you can optimize the code down to the metal.
>>18
Nope. You need time tested graphics engine (like Unreal), with hand optimized assembly for Xbox360, Ps3 and PSP. PC version could be released unoptimized.
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ADS the new Autism2011-06-19 8:36
le discusion (yes im offten at reddit and its way better than prog ever was)