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The website has come a long way, a good reminder for Santa to drop a donation.

Computer graphics needs more open education for sure. Traditional techniques are sealed in old books you have to go out of your way and find; Sergei Savchenko's "3D Graphics Programming Games and Beyond" is a good one. New techniques are often behind proprietary gates, with shallow papers and slides that only give a hint of how things may work. Graphics APIs, especially modern ones, make things more confusing than they need to be too. I think writing software rasterizers and ray tracers is a good starting point; forget GPUs exist.

Also, slight tangent, but there doesn't seem to be any contact method here other than Discord, which I find to be an immediate turn-off. Last time I checked, it required a phone number.

The donations page could use a link directly from the homepage too.

I can still remember a fellow student wanting to know how to write a 3D computer game, the professor being stumped, and my chiming in w/

Get Foley & Van Dam from the library

noting it should be available to check out, since I'd just checked it back in.

Several new editions since:

https://www.goodreads.com/book/show/5257044-computer-graphic...

Yeah, that's "the mouse book" in my mind. The tiger book is also a very good compilation of topics, though it leaves things as "exercise for the reader" more often than I would like to.

https://www.goodreads.com/book/show/1933732.Fundamentals_of_...

I really miss the days when folks referred to books by cover descriptor --- I still have my copies of the Red/Green/Purple/Black books for PostScript.....

New techniques are often behind proprietary gates, with shallow papers and slides that only give a hint of how things may work.

I've been able to implement techniques based on such things without too much trouble. Also, Unreal is source available, although I haven't used its source to learn, and haven't checked the license for risks with doing so.

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