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Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
Steve Theodore's article contains a good discussion of some of the key issues in getting artists directly involved in the shader creation process. This is the first of a series of posts about my own experiences on the topic.
I realized as I wrote this that it was way too long for a single blog post, so here it is in bite sized chunks.
Steve Theodore's article "Who Among Us Shall Build This Shader" touches on a bunch of important issues that come up when game artists start creating shaders for your project. Artist-made shaders are possible these days thanks to the programmable shader capabilities of modern GPUs and by the introduction of visual tools for creating shader programs, usually node-based shade trees. The reason it is desireable to have artists create shaders is it shortens the art pipeline - instead of an artist trying to describe the look they're striving for to a graphics programmer, now they can create the shader themselves using a friendly GUI tool.
This is still a fairly technical activity, requiring a good understanding of the fundamentals of computer graphics and real-time rendering. While not every artist will be able to jump in and create great shaders from day one, the code-writing barrier is pretty well gone. And so they all lived happily ever after...
...or did they? You'll have to wait until tomorrow to see. :-)
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