Hey guys, I have a question, mainly to you modders. I am currently in college for programming, specifically web development. But I am not limited to web programming, therefore I would like to know is there anything 3d vision related that could be worked on by an amateur programmer. I am finishing up my second programming class, currently in Java, doing C++ next semester. I know programming basics well enough by now. Even if it is not programming, I would like to possibly get into the graphics programming, what type of material would I need to read about to understand what you guys are working on?
Hey guys, I have a question, mainly to you modders. I am currently in college for programming, specifically web development. But I am not limited to web programming, therefore I would like to know is there anything 3d vision related that could be worked on by an amateur programmer. I am finishing up my second programming class, currently in Java, doing C++ next semester. I know programming basics well enough by now. Even if it is not programming, I would like to possibly get into the graphics programming, what type of material would I need to read about to understand what you guys are working on?
Well for OpenGL API and most drivers API are using C rather than C++.
DirectX API is a C++ API.
Besides the "pure" programming part, you need to clearly understand how the API works and how it "commands" the GPU. Also, "generic" Windows and PC programming should also help you.
Besides this you need to revise, learn the principles of Graphics programming and Linear Algebra (Matrixes, vectors, inverse matrixes, etc).
The rest is just experience. Once you have the basics the more you practice the better you get;))
If I can help with more please let me know;))
Well for OpenGL API and most drivers API are using C rather than C++.
DirectX API is a C++ API.
Besides the "pure" programming part, you need to clearly understand how the API works and how it "commands" the GPU. Also, "generic" Windows and PC programming should also help you.
Besides this you need to revise, learn the principles of Graphics programming and Linear Algebra (Matrixes, vectors, inverse matrixes, etc).
The rest is just experience. Once you have the basics the more you practice the better you get;))
If I can help with more please let me know;))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I could suggest starting c++ earlier but it is not really used unless when coding a wrapper.
Understanding matrixes and common transformations in 3D would probably be more helpful when attempting a fix.
When we count wrappers there isn't that many people working on them or has worked in the past.
Helifax
Helix
Flugan
Chiri
bo3b
DarkStarSword
Hopefully this list is complete.
The number of active shader fixers is also limited.
But if you have the time it could be useful to start early.
Because I use https://github.com/nektra/Deviare-InProc/
My wrapper actually becomes GPL3 as well making it open source.
I've also copied code from 3Dmigoto which is GPL3 for using nektra as well as far as I can tell.
I'm not very knowledgeable on the licenses. Only thing I know is that GPL is infectous.
[quote=""]I could suggest starting c++ earlier but it is not really used unless when coding a wrapper.
Understanding matrixes and common transformations in 3D would probably be more helpful when attempting a fix.
When we count wrappers there isn't that many people working on them or has worked in the past.
Helifax
Helix
Flugan
Chiri
bo3b
DarkStarSword
Hopefully this list is complete.
[/quote]
You forgot one of the most important persons on the scene: [color="green"]Mike_ar69[/color] who basically made a HUGE amount of fixes! ;))
said:I could suggest starting c++ earlier but it is not really used unless when coding a wrapper.
Understanding matrixes and common transformations in 3D would probably be more helpful when attempting a fix.
When we count wrappers there isn't that many people working on them or has worked in the past.
Helifax
Helix
Flugan
Chiri
bo3b
DarkStarSword
Hopefully this list is complete.
You forgot one of the most important persons on the scene: Mike_ar69 who basically made a HUGE amount of fixes! ;))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I'd recommend a slightly different tack. The actual coding of the wrapper is fairly extreme. I've done a LOT of software development including working on and shipping OSes. This wrapper/game interaction is really, really complicated and bizarre. So, not to discourage you, but I think that actually coding on a wrapper is a long-tail development task, and not something I'd recommend starting out.
With a years worth of experience, I would definitely discourage using C++ for a wrapper. The underlying APIs are so old and crusty that C++ provides little value, and brings a fair amount of baggage and unwanted complexity.
In terms of value, I think you'd get 10x the mileage out of studying a book on DX11 game programming. Without understanding the fundamental building blocks of games themselves, the wrapper code will make no sense.
Focusing on DX11 programming/game structure will also give you a leg up for probably a more worthwhile task anyway, which would be fixing games. With understanding of shaders and their interactions you would be able to see how to fix broken 3D games using the tools.
Based on a quick search (stackoverflow), it looks like this book is a good start: http://d3dcoder.net/d3d11.htm
There will be multiple books, and using Amazon ratings would be a reasonable approach as well.
I would specifically avoid using online tutorials except for preliminary stuff. And the MSDN documentation is a complete joke, so don't waste your time there.
Once you have some background there, if you want to go deeper into effects, the GPU Gems series is free now, and pretty good. It's not introductory material though. http://http.developer.nvidia.com/GPUGems/gpugems_part01.html
I'd recommend a slightly different tack. The actual coding of the wrapper is fairly extreme. I've done a LOT of software development including working on and shipping OSes. This wrapper/game interaction is really, really complicated and bizarre. So, not to discourage you, but I think that actually coding on a wrapper is a long-tail development task, and not something I'd recommend starting out.
With a years worth of experience, I would definitely discourage using C++ for a wrapper. The underlying APIs are so old and crusty that C++ provides little value, and brings a fair amount of baggage and unwanted complexity.
In terms of value, I think you'd get 10x the mileage out of studying a book on DX11 game programming. Without understanding the fundamental building blocks of games themselves, the wrapper code will make no sense.
Focusing on DX11 programming/game structure will also give you a leg up for probably a more worthwhile task anyway, which would be fixing games. With understanding of shaders and their interactions you would be able to see how to fix broken 3D games using the tools.
There will be multiple books, and using Amazon ratings would be a reasonable approach as well.
I would specifically avoid using online tutorials except for preliminary stuff. And the MSDN documentation is a complete joke, so don't waste your time there.
I did not miss mike_69 as I'm not aware of any wrapper he has done.
I did not try to list 3D fixers.
A wrapper is useless on its own so a big shoutout to all shaderfixers.
[quote=""]I did not miss mike_69 as I'm not aware of any wrapper he has done.
I did not try to list 3D fixers.
A wrapper is useless on its own so a big shoutout to all shaderfixers.[/quote]
My apologies;)) Missed that part :))
said:I did not miss mike_69 as I'm not aware of any wrapper he has done.
I did not try to list 3D fixers.
A wrapper is useless on its own so a big shoutout to all shaderfixers.
My apologies;)) Missed that part :))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I must agree with bo3b about programming another wrapper.
I sometimes feel like the idiot Don Quixote fighting windmills but at least I'm happy.
Spent a few days working on getting a different version of my wrapper which was slimmed down to keep working in crysis 3. Currently adding features and using 3Dmigoto nvapi to get automatic 3D works after spending time trying to hook nvapi without luck. Things are looking fairly good. If anyone like to beta test feel free to ask.
Hunting appears to be online for VS and PS.
I must agree with bo3b about programming another wrapper.
I sometimes feel like the idiot Don Quixote fighting windmills but at least I'm happy.
Spent a few days working on getting a different version of my wrapper which was slimmed down to keep working in crysis 3. Currently adding features and using 3Dmigoto nvapi to get automatic 3D works after spending time trying to hook nvapi without luck. Things are looking fairly good. If anyone like to beta test feel free to ask.
Hunting appears to be online for VS and PS.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
DirectX API is a C++ API.
Besides the "pure" programming part, you need to clearly understand how the API works and how it "commands" the GPU. Also, "generic" Windows and PC programming should also help you.
Besides this you need to revise, learn the principles of Graphics programming and Linear Algebra (Matrixes, vectors, inverse matrixes, etc).
The rest is just experience. Once you have the basics the more you practice the better you get;))
If I can help with more please let me know;))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Understanding matrixes and common transformations in 3D would probably be more helpful when attempting a fix.
When we count wrappers there isn't that many people working on them or has worked in the past.
Helifax
Helix
Flugan
Chiri
bo3b
DarkStarSword
Hopefully this list is complete.
The number of active shader fixers is also limited.
But if you have the time it could be useful to start early.
Because I use https://github.com/nektra/Deviare-InProc/
My wrapper actually becomes GPL3 as well making it open source.
I've also copied code from 3Dmigoto which is GPL3 for using nektra as well as far as I can tell.
I'm not very knowledgeable on the licenses. Only thing I know is that GPL is infectous.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
You forgot one of the most important persons on the scene: Mike_ar69 who basically made a HUGE amount of fixes! ;))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
With a years worth of experience, I would definitely discourage using C++ for a wrapper. The underlying APIs are so old and crusty that C++ provides little value, and brings a fair amount of baggage and unwanted complexity.
In terms of value, I think you'd get 10x the mileage out of studying a book on DX11 game programming. Without understanding the fundamental building blocks of games themselves, the wrapper code will make no sense.
Focusing on DX11 programming/game structure will also give you a leg up for probably a more worthwhile task anyway, which would be fixing games. With understanding of shaders and their interactions you would be able to see how to fix broken 3D games using the tools.
Based on a quick search (stackoverflow), it looks like this book is a good start: http://d3dcoder.net/d3d11.htm
There will be multiple books, and using Amazon ratings would be a reasonable approach as well.
I would specifically avoid using online tutorials except for preliminary stuff. And the MSDN documentation is a complete joke, so don't waste your time there.
Once you have some background there, if you want to go deeper into effects, the GPU Gems series is free now, and pretty good. It's not introductory material though. http://http.developer.nvidia.com/GPUGems/gpugems_part01.html
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I did not try to list 3D fixers.
A wrapper is useless on its own so a big shoutout to all shaderfixers.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
My apologies;)) Missed that part :))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I sometimes feel like the idiot Don Quixote fighting windmills but at least I'm happy.
Spent a few days working on getting a different version of my wrapper which was slimmed down to keep working in crysis 3. Currently adding features and using 3Dmigoto nvapi to get automatic 3D works after spending time trying to hook nvapi without luck. Things are looking fairly good. If anyone like to beta test feel free to ask.
Hunting appears to be online for VS and PS.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com