These are all the playlist activities, limited-time events, and stories you can partake in without ever running into Destiny’s paywall:ġ. But yes, if you're only used to a prepackaged 3D engine like Unreal or Unity, the internals of how they work (using DirectX/Vulkan/Metal) can certainly be daunting.28 See on IGN Destiny 2 Free-to-Play Activitiesįirst, let’s cover all the things you can do in Destiny 2 without paying. And Apple's rendering pipeline is much easier to debug problems with than DirectX (at least, when I used it about 10 years ago). I actually find MSL to be much easier to use than GLSL and other shader languages. I eventually learned it from the CG bible, where it's presented more formally and without the complexity of clever optimizations.Īnyways, once you wrap your head around the concepts and how GPUs work, Metal is no different from other modern GPU rendering architectures like Vulkan. I remember first trying to learn it (and now I'll be dating myself) from Michael Abrash's articles on the Quake engine back in the late 1990s, and having a tough time wrapping my head around it. Anyone know that the Apple pipeline really looks like?Ĭomputer graphics is definitely one of the more complex areas of programming. How are people making high-end games for iOS/MacOS without tools like Unreal Engine or Unity? I've read some introductory documents about Metal and it seems so complex just for that one area of gave development.
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